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Community
General Tabletop Discussion
*Dungeons & Dragons
Can gaining Temp HP ever be the equal to gaining regular HP?
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<blockquote data-quote="FireLance" data-source="post: 6072571" data-attributes="member: 3424"><p>What I would suggest is to introduce the concept of vigor points. Vigor points work exactly like temporary hit points, except that they don't go away until the character takes an extended rest, or they are lost through damage. </p><p></p><p>Like temporary hit points, vigor points don't stack with each other, but as a character gets more injured, he can unlock additional pools of vigor points (due to the effects of increasing adrenaline). Say, when the character is bloodied, he can have two pools of vigor points, and when he is down to less than 25% of his full normal hit points, he gains a third.</p><p></p><p>So, at the start of the day, a 1st-level warlord can grant all his allies Healing Surge Value + 1d6 vigor points. As long as the target is unbloodied, whenever the warlord used <em>inspiring word</em> the vigor points replace any current vigor points possessed by the target. </p><p></p><p>Once the target is bloodied, however, he can have a second vigor point pool. When one of those pools is reduced to 0 vigor points, additional vigor points can go to that pool instead of overlapping with any existing vigor points in the other pool.</p><p></p><p>The third vigor point pool for a character at 25% or less hit points allows a warlord to keep the sum of vigor points plus hit points approximately equal to a character's full normal hit points, allowing him to maintain parity with other Leader-type characters.</p><p></p><p>This approach could be used for all other types of non-magical healing (second wind, spending healing surges during a short rest). However, in the absence of a warlord, a character only gains his first vigor point pool when he is at less than 75% of full normal hit points.</p></blockquote><p></p>
[QUOTE="FireLance, post: 6072571, member: 3424"] What I would suggest is to introduce the concept of vigor points. Vigor points work exactly like temporary hit points, except that they don't go away until the character takes an extended rest, or they are lost through damage. Like temporary hit points, vigor points don't stack with each other, but as a character gets more injured, he can unlock additional pools of vigor points (due to the effects of increasing adrenaline). Say, when the character is bloodied, he can have two pools of vigor points, and when he is down to less than 25% of his full normal hit points, he gains a third. So, at the start of the day, a 1st-level warlord can grant all his allies Healing Surge Value + 1d6 vigor points. As long as the target is unbloodied, whenever the warlord used [I]inspiring word[/I] the vigor points replace any current vigor points possessed by the target. Once the target is bloodied, however, he can have a second vigor point pool. When one of those pools is reduced to 0 vigor points, additional vigor points can go to that pool instead of overlapping with any existing vigor points in the other pool. The third vigor point pool for a character at 25% or less hit points allows a warlord to keep the sum of vigor points plus hit points approximately equal to a character's full normal hit points, allowing him to maintain parity with other Leader-type characters. This approach could be used for all other types of non-magical healing (second wind, spending healing surges during a short rest). However, in the absence of a warlord, a character only gains his first vigor point pool when he is at less than 75% of full normal hit points. [/QUOTE]
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Community
General Tabletop Discussion
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Can gaining Temp HP ever be the equal to gaining regular HP?
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