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A Couple of Questions- How Would You Rule?
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<blockquote data-quote="DEFCON 1" data-source="post: 6208284" data-attributes="member: 7006"><p>From the Compendium:</p><p></p><p><strong>Temporary Hit Points</strong></p><p></p><p>A variety of sources can grant temporary hit points—small reservoirs of stamina that insulate a creature from losing actual hit points.</p><p></p><p><em>Not Real Hit Points:</em> Temporary hit points aren’t healing, but rather a layer of “insulation” that attacks have to get through before they start dealing real damage to a target. Don’t add temporary hit points to a creature’s current hit points (if an adventurer has 0 hit points or fewer, he or she still has 0 or fewer after receiving temporary hit points). Keep track of them as a separate pool of hit points.</p><p></p><p><em>Don’t Count toward Maximum:</em> Temporary hit points don’t count when comparing a creature’s current hit points to its maximum hit points, when determining whether the creature is bloodied, or for other effects that depend on its current hit points.</p><p></p><p><em>Lose Temporary Hit Points First:</em> When a creature takes damage, first subtract its temporary hit points from the damage. Any remaining damage reduces its current hit points.</p><p></p><p><em>Not Cumulative:</em> If a creature receives temporary hit points multiple times, use the highest value as its temporary hit point total. Do not add the values together. For example, a creature receives 5 temporary hit points and later receives 5 temporary hit points again before the first 5 were used. It now has 5 temporary hit points, not 10. Likewise, if a creature’s temporary hit points have been reduced and the creature receives temporary hit points again, it benefits from the higher number. For example, a creature gains 10 temporary hit points and takes 8 damage, reducing its temporary hit points to 2, then receives 5 temporary hit points. It now has 5 temporary hit points, not 7.</p><p></p><p><em>Until a Rest:</em> A creature’s temporary hit points last until they’re reduced to 0 or until the creature takes a short rest or an extended rest.</p></blockquote><p></p>
[QUOTE="DEFCON 1, post: 6208284, member: 7006"] From the Compendium: [B]Temporary Hit Points[/B] A variety of sources can grant temporary hit points—small reservoirs of stamina that insulate a creature from losing actual hit points. [I]Not Real Hit Points:[/I] Temporary hit points aren’t healing, but rather a layer of “insulation” that attacks have to get through before they start dealing real damage to a target. Don’t add temporary hit points to a creature’s current hit points (if an adventurer has 0 hit points or fewer, he or she still has 0 or fewer after receiving temporary hit points). Keep track of them as a separate pool of hit points. [I]Don’t Count toward Maximum:[/I] Temporary hit points don’t count when comparing a creature’s current hit points to its maximum hit points, when determining whether the creature is bloodied, or for other effects that depend on its current hit points. [I]Lose Temporary Hit Points First:[/I] When a creature takes damage, first subtract its temporary hit points from the damage. Any remaining damage reduces its current hit points. [I]Not Cumulative:[/I] If a creature receives temporary hit points multiple times, use the highest value as its temporary hit point total. Do not add the values together. For example, a creature receives 5 temporary hit points and later receives 5 temporary hit points again before the first 5 were used. It now has 5 temporary hit points, not 10. Likewise, if a creature’s temporary hit points have been reduced and the creature receives temporary hit points again, it benefits from the higher number. For example, a creature gains 10 temporary hit points and takes 8 damage, reducing its temporary hit points to 2, then receives 5 temporary hit points. It now has 5 temporary hit points, not 7. [I]Until a Rest:[/I] A creature’s temporary hit points last until they’re reduced to 0 or until the creature takes a short rest or an extended rest. [/QUOTE]
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