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<blockquote data-quote="Kinematics" data-source="post: 8960201" data-attributes="member: 6932123"><p>I wasn't sure how it should interact with normal temp hit points, so I kept it separate for the time being. For example, if you have temp HP on the main character, and wildshape, what happens to those temp HP? Do you get them back when you shift back? Do they stack with the Wild Shape HP? Would the Wild Shape HP override them (ie: pick which source of temp HP you want to keep, per the PHB)? Can you get temp HP while Wild Shaped?</p><p></p><p>The current 5E version gives you "real" hit points when you shift, which means they'd combine with temp HP, and they can also be healed. If template HP were temp HP, they couldn't be healed. Should that be how it's handled? Since I got rid of the limits on use of Wild Shape per day, that's the main possible avenue of an overpowered mechanic. Meanwhile, the playtest is getting rid of the Wild Shape's HP entirely.</p><p></p><p>Anyway, there were enough questions about how to handle it that I kept it a unique stat for the time being. I'm inclined to think they will likely end up as pure temp HP, though.</p><p></p><p></p><p>This might be worthwhile as a clarification. I was considering something like horse + flight = pegasus. But it would be more like, if you want a flying horse, it has to start as a pegasus or hippogryph or something, and then you can take the appropriate augment.</p><p></p><p>Will have to see how that would work with the other augments.</p><p></p><p></p><p>Yep. You start with enough points to fully augment one Wild Shape. That is, you start with Proficiency Bonus points, and can spend up to PB points on one Wild Shape. Anything after that has to draw from spell slot points.</p><p></p><p>It feels like a decent balance between focusing on shapeshifting and focusing on spellcasting.</p></blockquote><p></p>
[QUOTE="Kinematics, post: 8960201, member: 6932123"] I wasn't sure how it should interact with normal temp hit points, so I kept it separate for the time being. For example, if you have temp HP on the main character, and wildshape, what happens to those temp HP? Do you get them back when you shift back? Do they stack with the Wild Shape HP? Would the Wild Shape HP override them (ie: pick which source of temp HP you want to keep, per the PHB)? Can you get temp HP while Wild Shaped? The current 5E version gives you "real" hit points when you shift, which means they'd combine with temp HP, and they can also be healed. If template HP were temp HP, they couldn't be healed. Should that be how it's handled? Since I got rid of the limits on use of Wild Shape per day, that's the main possible avenue of an overpowered mechanic. Meanwhile, the playtest is getting rid of the Wild Shape's HP entirely. Anyway, there were enough questions about how to handle it that I kept it a unique stat for the time being. I'm inclined to think they will likely end up as pure temp HP, though. This might be worthwhile as a clarification. I was considering something like horse + flight = pegasus. But it would be more like, if you want a flying horse, it has to start as a pegasus or hippogryph or something, and then you can take the appropriate augment. Will have to see how that would work with the other augments. Yep. You start with enough points to fully augment one Wild Shape. That is, you start with Proficiency Bonus points, and can spend up to PB points on one Wild Shape. Anything after that has to draw from spell slot points. It feels like a decent balance between focusing on shapeshifting and focusing on spellcasting. [/QUOTE]
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