Temp Hp and full health


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Temporary hit points are tracked completely separately from real hp. Your real hp don't matter vis a vis gaining temp hp.

If you had 100 real hp and gain 10 temp hp, you now have 100 real hp and 10 temp hp. If you take 20 points of damage, you lose all 10 temps and 10 real, and you're at 90 (real) hp.
 

Temp HP is tracked separately (and removed first, in the case of taking damage), so you can ALWAYS gain temp HP.

The only restriction is that if you already have 5 temp HP, and something occurs to grant you say, 3 more, you don't gain them. They don't stack. You keep the 5. Now, if you had 3, and had the opportunity to gain 5, you'd replace the 3 you had with the 5 you just gained. The higher amount supersedes the lower.
 

Cool, that's what I thought. A dude in my group challenged it (which is lame, that's DM territory) and was unable to find anything in the player handbook that said either way. I figured full health didn't effect temp hp. Thanks for the replies.
 



Oddly, the way I remember how temp HP work is by thinking of them like "shields" in the Star Trek "Cap'n, our shields are down to 3 hp!" sense. Gaining x temp HP is like "recharging" your shields up to x HP.

Maybe it's just me.

That is a interesting (and geeky - in a good way :cool:) way to explain it.
 

Oddly, the way I remember how temp HP work is by thinking of them like "shields" in the Star Trek "Cap'n, our shields are down to 3 hp!" sense. Gaining x temp HP is like "recharging" your shields up to x HP.

Maybe it's just me.
Actually, if you ever played a wizard in Everquest, they had shield spells that basically did exactly this. We'd cast the shield, and then the first whatever amount of damage would be absorbed by the shield, and then damage would go to health. It was one of the things I loved about my epic weapon: free reagent-less shield that gave mana regen.

I'm pretty sure classes other than wizards got them, but my server had only one character slot.

If you play EQ2, it's like a Shaman's wards, or in WoW, a priest's Power Word: Shield.

And if you don't play MMOs at all, I apologize for the tangent. :)
 

Oddly, the way I remember how temp HP work is by thinking of them like "shields" in the Star Trek "Cap'n, our shields are down to 3 hp!" sense. Gaining x temp HP is like "recharging" your shields up to x HP.

Maybe it's just me.
I also always explain them like this too.

This is the reason why I've always thought that the use of the term "Temporary Hit Points" was a bit of a misnomer and the cause of more confusion than you might have gotten had you called it something like "Energy Points". You see "hit points" and the first thought is they are like real HP, which they aren't. They are very much like a shield effect. By creating a completely separate term for what is really a very separate resource than hit points would make things a little easier for some folks to grasp, I imagine.
 

I also always explain them like this too.

This is the reason why I've always thought that the use of the term "Temporary Hit Points" was a bit of a misnomer and the cause of more confusion than you might have gotten had you called it something like "Energy Points". You see "hit points" and the first thought is they are like real HP, which they aren't.
Yep, 3 temp HP won't get you back up on your feet when you were at -2 HP.
 

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