Page 1 of 2

Hit points

Posted: Mon Feb 01, 2021 12:48 pm
by Saltmarsh
Hi all my first post here, what are your thoughts on extra hit points at first level ?

Re: Hit points

Posted: Mon Feb 01, 2021 12:58 pm
by Dimirag
Its a common rule of those wanting to give 1st level characters more survivability, if you are ok with the characters having more HP at every level then its easier to do, otherwise you'll have to start tweaking the HP progress.

Re: Hit points

Posted: Mon Feb 01, 2021 12:59 pm
by elmarcotote123
If I were to start my players at level 1 I'd give them maximum hit points + constitution modifier, I would have them roll for hp afterwards however (or use the average if I'm feeling charitable).

Re: Hit points

Posted: Mon Feb 01, 2021 2:28 pm
by Rosisha
I usually just do max hit points at first level.

Re: Hit points

Posted: Mon Feb 01, 2021 2:36 pm
by SmootRK
Rosisha wrote: Mon Feb 01, 2021 2:28 pm I usually just do max hit points at first level.
Same.
It is pretty much one of the most common house-rules ever.

My thinking is that characters are a notch above normal folk, even above most levelled NPCs, and get this perk.

Re: Hit points

Posted: Mon Feb 01, 2021 2:42 pm
by Dimirag
Max HP
Advanced HD
Level 0 HD
Wound Points (Constitution Score)
d6+bonus
These are some of the common rules I've seen

Depending on what kind of HP growth you want yo can toy with the rules, you can give a bigger amount at first level and then a fixed smaller amount with a die roll tossed here and there for variety

Re: Hit points

Posted: Mon Feb 01, 2021 2:49 pm
by SmootRK
Dimirag wrote: Mon Feb 01, 2021 2:42 pm Max HP
Advanced HD
Level 0 HD
Wound Points (Constitution Score)
d6+bonus
These are some of the common rules I've seen

Depending on what kind of HP growth you want yo can toy with the rules, you can give a bigger amount at first level and then a fixed smaller amount with a die roll tossed here and there for variety
Yes.
Negative HP or Death's Door is another way to extend character survivability, which is the real question. There are techniques to utilize that do not have to actually change the HP structure directly.

also
I have used altered HD for different classes (coming from 1e ad&d models). Fighter D10, Cleric D8, Thief D6, MU (stays at) D4.

Re: Hit points

Posted: Tue Feb 02, 2021 7:13 am
by Saltmarsh
Thanks all I was toying with the idea of a one off boost of 4 hit points at first level so they have a bonus but nothing that's going to be over powering in the long run then roll dice as normal

Re: Hit points

Posted: Tue Feb 02, 2021 4:13 pm
by daryen
I've toyed with something similar for a different reason.

By default humans get a 10% experience bonus and half-humans get 5%. I really don't like that as it makes things way more messy than necessary. Instead, I am replacing the 5% bonus with +3 hit points on first level. Just like your +4, it gives a boost but will be overwhelmed as they level up. For the 10% bonus, I am replacing it with +3 hit points on first level, and each level they get a +1 on their hit die roll, but it's capped at the max value of the die. (So, for a cleric, the roll could end up with 2, 3, 4, 5, 6, or 6.)

In addition, I do like the later addition of starting with max hit points on first level.

Re: Hit points

Posted: Wed Feb 03, 2021 11:43 am
by Dimirag
Saltmarsh wrote: Tue Feb 02, 2021 7:13 am Thanks all I was toying with the idea of a one off boost of 4 hit points at first level so they have a bonus but nothing that's going to be over powering in the long run then roll dice as normal
Nothing uncommon, some people use "level 0" characters with a 1d4HD worth of Hit Points.

Another options is using something like Iron Falcon's multiclass HP rule:
-Give each character a base HP, may be the same, may vary by race and or class
-Roll your HP on a separate pool
-Use the bigger one
You can start characters with 20HP if you wish, but they'll be stuck with that max until they roll high enough level after level.