Related but what inventory / equipment systems have you guys found work best? Slots, Carry Weight and Not Tracking It are all common ones but I know Black Hack has usage die which I thought was a cool concept for limited but expendable resources. Any other interesting subsystems?
My preference has been "Carry weight is the source of truth and needs to be trued up between delves; but in the dungeon slot-based or *hands them pen and paper* draw for me how the fuck you are going to carry all that with a single backpack."
I think hit dice may also be outdated as a concept, or more specifically it seems no system which has +health per level, especially +random health gains, ever seems to balance it well.
The issue is the huge min/max gulfs that exist and the fact that 10-20 rolls is not enough to average things out given player HD might be D12.
I've seen some systems suggest that either players average their roll with the average result (i.e. a D6 hit dice goes from 1-6 to 2 to 4 with a very, very strong bellcurve on 3) or they take the HD average and then instead of CON being a flat bonus, they roll a D6 and can add UPTO CON points per level but that is pretty much only workable with 5e.
I've seen suggestions that like 4e you only get your CON bonus once, but you add 1/2 your con bonus to your HD rolls, but cap at HD maximum. (I.e. CON mod of 4, D6 HD; I roll a 5. So 5 + (.5 * 4) = 7, but caps down to 6.
Someone in this thread suggested that on level up players can re-roll 'low' HD which seems to have potential.
I saw another thing online.. everyone has very shitty HP, but your level acts as Damage Resistance.
But this all is just working really hard to get a result that isn't much different than "just take the average".
and that variable HP is more interesting on monsters anyway.