I am considering a homebrew rule that would give players the option on leveling up to re-roll all of their hit dice (excluding their first level) instead of only rolling their new hit die when determining their maximum hit points.
For example a Wizard levels up to level 3. When they leveled up to level 2 they rolled a 2 and they have +0 CON so they had a maximum hp of 8. Instead of rolling their new hit die for possible outcomes of 9-14 hp they can choose to also re-roll their level 2 hit die for possible outcomes of 8-18.
I have been trying to figure out how this would affect average hp outcomes at different levels but I only play with probabilities as a hobby and I am having issues with the math once it gets to higher levels.
How would allowing players to re-roll all hit dice when leveling up affect average hp, assuming that players will always re-roll if their former max hp was below average?
Historically I have generally used XP for tracking character progress in my party. But my latest new campaign I intend to move to a milestone approach.
However the one thing I don’t fully understand is the best way to manage milestones for parties where players drop in and out of sessions. Up front we have accepted that due to life my players will not be able to make every session and so we have agreed that sessions will take place the character will just be missing, or be jaegured.
What is the best way to manage milestone leveling in this case, should I track player attendance and take this into account, level everyone at the storyline moments anyway, or take more of a player by player approach (which feels like doing XP just without the XP).
I know DnD published material is moving towards the milestone approach is there any official ruling from them with regards to league sessions etc?
A character in my group ran into a funny situation where his character fell unconscious but the other characters eliminated monsters, which caused them to level up. When a character levels up, they gain the new hit points added to their max.
My question is would the unconscious character gain these new hit points and gain consciousness?
In my game I’m a Rogue with the Entertainer background. Leveled up enough to pick a subclass and decided on Mastermind for the teamwork possibilities. The subclass gives Disguise Kit proficiency, something I already had from my background. If I do the level up in Beyond it insists I pick a new tool proficiency for my background. But I’m not making a new character, I’m leveling up an existing one. How should I handle this?
So far I’ve been treating it as a glitch with Beyond (it sees characters as ‘new’ even if they have experience being tallied) and ignoring it’s suggestion as anything from levels prior to the current one are effectively set in stone barring DM caveat. Still, would be nice to have a more concrete way of dealing with this than a hand wave.
In D&D 3.5e, being behind in levels compared to the party grants the relevant characters more experience per encounter. Intuitively, this is because the encounter is relatively harder for them and it works as a catch-up mechanism.
Now, as experience can be spent on other things than gaining levels, the question was raised in my group whether gaining a level is mandatory when the relevant experience treshholds are reached. The implicit idea being that by delaying gaining levels, characters can get a much bigger power boost at once when they actually need it.
One player in particular worked out the math insofar that he could jump from level 12 to 17 while the rest of the party sits at 15.
The arguments make sense, but I am not entirely sure how to handle this idea. Staying behind in level deliberately seems detrimental to the experience of not just the player but also the rest of the group – who will be dragging along effectively dead weight for a while after which said dead weight will outshine all of them.
- Is this a legal interpretation of experience and level rules?
- Am I wrong in assuming that allowing this would be a bad thing?
- How can I encourage players NOT to do this, even if it is by all accounts legal? I still want to allow item crafting and ‘expensive’ spellcasting.
When a character levels up and gains new spell slots, are those slots available immediately or does s/he have to rest before s/he can use those slots?
For backstory I was making a Grey Elf for a upcoming game. We’re starting at level 3 and the GM basically gave us a blank check of "No Dragon magazine, no Third Party, no Pun Pun". In this case No Pun Pun just meaning no memeibly stupid characters that crash the universe. The only other rules are nothing like flaws for feats or the like, but all feats, classes, and races are allowed more or less. Dragon rules out the normal cheese of alternate source, which arguably doesn’t work anyway. This leaves me with the only remaining option of Mad Faith. For anyone not aware its basically a divine version of precocious apprentice, gives you a 1st, 2nd, or 3rd (depending on a factor I’ll ask about later) divine spell. So I would meet all requirements as early as level 3. But there’s a problem. The feat requires a whole variant rule system from Hero’s of Horror, funnily enough the same book that gave us my divine class Archivist.
My plan was to go Grey Elf Wizard (UA transmutation Domain if that maters) 1st level for Precocious Apprentice, then two levels of Archivist, taking Mad Faith at 3rd level to get my 2nd level spell. But here comes the rub, I need Moderate Depravity (again a condition from HoH) to qualify and get the feat. Moderate Depravity isn’t something you can normally get from character creation, its something that just happens to you like CoC insanity. Running around with hallucinations that give me -6 to initiative and a excuse to act like i just drank cactus juice once in a while isn’t a problem for me but it means I’ll have to ask my GM for permission before the game to have madness from backstory reasons. I have a good feeling that he’ll say yes but i’d like to find a alternative if possible.
Race isn’t really flexible here because I was planning on taking a level in wildrunner for trackless step to qualify for Arcane Hirophant later. Though anything with a regional restriction is allowed and Alignments don’t matter unless you’re getting powers from a patron like a cleric. The plan on this is a character that eventually has 17/18 Wizard Archivist casting. Character concept is basically a magic obsessed Elf that wants to eventually learn everything, thus why he’s taking levels in the two classes with the most arbitrarily expansive spell access.
Things I’ve also considered: Bamboo Spiritfolk arguably works though trackless step as a racial instead of a class feature is a bit shaky for my taste, I’m not sure how that works by Raw, though it would let me skip Wildrunner and thus skip the feat and enter MT at level 5 for a end result of 17/19 Wizard Archivist. I also considered a Illumian Wizard/Rogue/Loredelver/Ur-Priest/Fochlucan Lyrist for a similar 9th level Arcane/Divine outcome but Druidic is a annoying requirement and the build doesn’t hit its stride until level 15 or so. Even if a level 20 character with 3 attacks and 9th level spells from two sources sounds fun.
In D&D 3.5e, resurrection can be achieved using several different spells.
Only the 9th level spell True Resurrection, however, comes with a completely monetary cost, all other more econiomic versions have the character lose one level (i.e. go back to the middle of the previous level.
Of course, the XP table makes it so the character gradaully catches up, but what do you do when you do not count XP per encounter, but by milestones (all characters level up when the story mandates it)?
A character in a game I am running just got killed by a roll-in-the-open critical strike and, as a group, we’d be tempted to just resurrect him at the same level everyone else is (easier to track, less penalizing). If there is no XP loss, Raise Dead becomes just a cheap version of True Resurrection, a spell that nobody would ever use. So, what do I do?
I am the DM for a D&D 4e game. Recently, I stopped keeping track of XP, on the assumption that I could just give my players a level every time they finished a major quest. In my mind, this had a few benefits:
- It severely reduces bookkeeping, both for the players, and for me, because it means I don’t have to worry about each adventure having exactly ten encounters.
- It prevents leveling at an awkward time ― we’ll never have an issue where the PCs finish an adventure and aren’t quite leveled up, and then get an encounter or two into the next adventure. In this way, it also helps split the game into even chunks.
- It also removes a mindset that I think a lot of players pick up from videogames, where they feel like they need to go fight monsters and engage in random, pointless fights just to gain XP. This is not the sort of thing I want.
However, before I completely commit to this progression system, I’m like to see it from the opposite perspective, to see what I may be missing out on by abandoning XP.
What benefits does an XP-based leveling system offer that I will lose if I use a story-based leveling system?
I am trying to grasp the narrative feeling of leveling up as a character in D&D.
Supposedly at the end of a session my character has enough experience points to level up. Let’s use the Sorcerer class as an example due to the innate nature of their powers.
How does that feel to them and how is learning new spells and abilities from one moment to another explained in a narrative fashion?