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Force the Bell Curve Hit Points

Version: 1.0 (05-May-2001)
Author: Todd Ruthman
Open Content: Since hit points are a core element of d20, this entire page is open content.

As much as I'd love my characters to max out their hit points each level, d20 systems are based on the average roll. It really sucks, though, when your fighter rolls a 1 and the other guy's mage rolls a 4. You get to roll hit points so infrequently, that it sometimes seems like a big gamble to roll d10 each time.

For those that would prefer to mitigate that risk, I present an alternative method. The following chart lists adjusted rolls for each type of hit die. Each roll gives you the exact same average you would get with the standard roll but, as you move from left to right, you trend more and more towards the average. You sacrifice your chance to max out in order to avoid the killer low rolls.

DM's can optionally skew the results towards higher powered campaigns by increasing the die roll modifier by one or two points.

Regular Hit DieAdjusted Hit Die
d12 (1-12)d10+1 (2-11)d8+2 (3-10)d6+3 (4-9)d4+4 (5-8)d2+5 (6-7)
d10 (1-10) d8+1 (2-9)d6+2 (3-8)d4+3 (4-7)d2+4 (5-6)
d8 (1-8)  d6+1 (2-7)d4+2 (3-6)d2+3 (4-5)
d6 (1-6)   d4+1 (2-5)d2+2 (3-4)
d4 (1-4)    d2+1 (2-3)


Web site © 2001 Todd Ruthman. 'd20 System' and the 'd20 System' logo are Trademarks owned by Wizards of the Coast and are used according to the terms of the d20 System License version 1.0. A copy of this License can be found at www.wizards.com All open content has a style of oc, set to the color #b22222, unless otherwise specified at the top of the page.