I got tired of players rolling a 1 for hit points when levelling up – especially the warrior-types, as they need a lot of hit points to function in an effective manner – and because I want to be able send monster after monster after the PC’s, and this works best if their resources are not too low.
Once the resources of the PCs are spent, they retreat and rest – that makes sense – and if the warrior of the party hardly any resources have (in the shape of HP’s), they are likely to retreat early. The resources of the rogue, the wizard and the cleric are in a sense stable, as they gain a fixed number of spells and skill points, when gaining levels, just as the fighter’s combat abilities improve in a stable manner, but when characters rely on a variable, things change (and since everything else is fixed, i.e. no variable amount of new spells, feat or skill points, why is it that hit points are not, besides tradition?), and things change especially when you roll abysmally.
Thus I presented the following rule:
Heroic Hit Points
Half the hit die is rolled, the other half is gained automatically. This results in the following changes:
- d4 = d2+2
- d6 = d3+3
- d8 = d4+4
- d10 = d5+5
- d12 = d6+6
This ensures that the fighter gains between 6 and 10 hit points at each level. This works for us.