Rolling player health is a classic feature of Dungeons & Dragons and 5th
edition has it included in the rules (unlike 4th edition).
However, rolling health can result in problems that an inexperienced
Dungeon Master may have difficulty handling. Due to pure luck the
party's cleric could end up being better at taking damage than the
fighter.
Is It a Problem?
What's wrong with having a fighter that's hard to hit thanks to their
armour but isn't very tough? It's as valid a character as any other!
If you are rolling health, your players should go into it knowing
that this kind of thing is possible and be able to roll with it. Some
might not like the idea of playing a flimsy fighter. They became a
fighter because they wanted to be tough. From the Dungeon Master's
perspective, it's potentially an issue. Statistically, the party
should be roughly fine in the long term. However, especially in early
levels, lucky or unlucky rolls can have a very big influence on the
total amount of health a character has. In these cases, challenge
ratings and experience tables can become completely inaccurate
(though how accurate they were in the first place is debatable).
Too Little Health
The party may need to play smarter and use more healing potions and
other things. That's perfectly fine. You may also want to send a
little less stuff at the party in order not to overwhelm them. This
is especially true if you've run something before for a more average
party and it was difficult. However, I've seen parties play smart and
get by. Through their rests, the party has a measure of control over
their hit points. It may not obviously help them in a particular
combat situation, but through their rests the party can control how
much hit points they go with into a combat situation. As a result,
the combat encounter itself may not need to be changed but the party
will need to adjust their tactics and logistics to account for their
weakness.
Too Much Health
This right here is why I decided to write all of this in the first
place. I had a ranger that rolled an 8 and a 9 when leveling up to
level 2 and 3. The result was that they were very tough early in the
game. To keep the tension, the possibility of death needs to be
constant. However, the other characters didn't roll as well,
excluding the fighter. As a result, adjusting the difficulty of
encounters before hand wasn't very easy. Anything I did to make it
harder for the ranger would also punish everyone else, who had
roughly the expected hit points. However, in practice it worked well.
If I wanted to challenge the party, I could be more confident putting
them into deadly situations. Dice can be fickle and the health turned
out to be not too much of a problem in play. Lucky damage rolls
helped even things out. It also let me more confidently employ tricky
tactics against the party and know that they had a bit of a buffer.
If you want to put your characters into more dangerous situations
than normal but still level them as normal, letting them max out or
almost max out their health is an option. The result is that players
feel harder to take down and as such more can be thrown their way.
You will want to do so, however, or things just become too easy.
Issues with Adjusting
If we are just going to adjust things anyway, there's an argument
that the rolling for health doesn't matter anymore. I'm not sure I
agree, since the distribution of hit points in the party still
matters. Also, taking on a group, even if it's just 2 more enemies,
feels more impressive for the players generally. Even if it's not by
as much as before, characters will still get better when they level
up so having the characters feel like they haven't grown isn't that
much of a concern. I do have to note that it can change how powerful
a particular level up feels to a player. Whether you want to adjust
or treat them as normal, it'll still probably work (as statistics
says that getting all 9s and 10s for a fighter is very unlikely).
How Badly Skewed Are We?
How badly skewed and for how long will it affect things? If it's a 10
rolled on a d10 at level 2, it's not so bad by the time they reach level 20. However, if it's 9s and 10s all
the way up to level 20, the difference becomes massive. At level 2, that good roll provides similar issues as a string of great rolls from level 2 to level 20. At a certain
point you need to do something to continue threatening these kinds of
characters, whether through effects that ignore health or through
more things to fight. How this is done is best left up to a case by
case basis but it's something worth mentioning at the least.
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