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General Tabletop Discussion
*Dungeons & Dragons
Healing to temp HPs ratio
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<blockquote data-quote="Kurotowa" data-source="post: 7566987" data-attributes="member: 27957"><p>I think you're asking slightly the wrong question. You're asking about equivalent values for equivalent spells. That's really hard to measure because the two do very different things, for all the reasons you list. A better question might be, "How available should Temp HP be at all?"</p><p></p><p>The two spells I can think of off the top my head that give Temp HP, False Life and Armor of Agathys, are both Self only. The <em>amount</em> of Temp HP they give per spell level isn't bad, as it has to be for those spells to retain value, but they're deliberately restricted as to <em>who can benefit</em> from them. They're there to let the squishiest classes, Wizards and Warlocks and Sorcerers, buy some reduced squishiness. The option to buff your front line melee PCs with Temp HP doesn't exist at all. That's how valuable it is.</p><p></p><p>Now yes, there's some specialized cases where it can happen, but they're not exactly game breaking. An Eldritch Knight Fighter can take False Life, but they've got few enough spell slots of low enough level it's not a huge impact. A Valor or Blade Bard can spend a Magical Secret slot on Armor of Agathys, but I don't think that's exactly a power combo. I'm sure there's a few others. But between the inability to stack Temp HP and the target restrictions on most sources, I think there were obviously deliberate design choices to limit who has easy access to it. That's far more important than asking how much Temp HP a spell or ability should give.</p></blockquote><p></p>
[QUOTE="Kurotowa, post: 7566987, member: 27957"] I think you're asking slightly the wrong question. You're asking about equivalent values for equivalent spells. That's really hard to measure because the two do very different things, for all the reasons you list. A better question might be, "How available should Temp HP be at all?" The two spells I can think of off the top my head that give Temp HP, False Life and Armor of Agathys, are both Self only. The [I]amount[/I] of Temp HP they give per spell level isn't bad, as it has to be for those spells to retain value, but they're deliberately restricted as to [I]who can benefit[/I] from them. They're there to let the squishiest classes, Wizards and Warlocks and Sorcerers, buy some reduced squishiness. The option to buff your front line melee PCs with Temp HP doesn't exist at all. That's how valuable it is. Now yes, there's some specialized cases where it can happen, but they're not exactly game breaking. An Eldritch Knight Fighter can take False Life, but they've got few enough spell slots of low enough level it's not a huge impact. A Valor or Blade Bard can spend a Magical Secret slot on Armor of Agathys, but I don't think that's exactly a power combo. I'm sure there's a few others. But between the inability to stack Temp HP and the target restrictions on most sources, I think there were obviously deliberate design choices to limit who has easy access to it. That's far more important than asking how much Temp HP a spell or ability should give. [/QUOTE]
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