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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="I'm A Banana" data-source="post: 6073087" data-attributes="member: 2067"><p>Yeah, typo on my part. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> </p><p></p><p>The "surge value HP without spending a surge" is valued for the cleric at a higher rate because it is healing on top of the encounter-based healing that all leaders get. If the Warlord could ALSO let allies spend surges, then healing without spending a surge would be more valuable. But as the only leader in the party, the temp-hp Warlord doesn't actually have the capacity to let allies spend surges (at least, not for HP) -- those temp HP are then just "delayed surges:" you don't spend them during combat, you spend them instead afterwards.</p><p></p><p>I do absolutely enjoy the idea of the Warlord giving a "pep talk" to his allies before the big fight, reminding Ted the Fighter about his blind spot and telling Sally the Wizard to not be afraid to get in there (giving each of them temp HP). It's a cool idea. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> </p><p></p><p>If you'd like to reduce the amount of temp HP that's given out, I'd just increase the frequency at which the Warlord could use the ability. If you drop it too low, the Warlord's gonna feel useless (5 temp hp takes the sting out of a sword-wound, but it doesn't feel as safe as 15 temp HP does!), but you're right that surgeless "big buckets" of temp HP has generally been fairly highly valued. </p><p></p><p>Whatever you decide, I suppose you're avoiding the issue of motivational healing! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 6073087, member: 2067"] Yeah, typo on my part. :) The "surge value HP without spending a surge" is valued for the cleric at a higher rate because it is healing on top of the encounter-based healing that all leaders get. If the Warlord could ALSO let allies spend surges, then healing without spending a surge would be more valuable. But as the only leader in the party, the temp-hp Warlord doesn't actually have the capacity to let allies spend surges (at least, not for HP) -- those temp HP are then just "delayed surges:" you don't spend them during combat, you spend them instead afterwards. I do absolutely enjoy the idea of the Warlord giving a "pep talk" to his allies before the big fight, reminding Ted the Fighter about his blind spot and telling Sally the Wizard to not be afraid to get in there (giving each of them temp HP). It's a cool idea. :) If you'd like to reduce the amount of temp HP that's given out, I'd just increase the frequency at which the Warlord could use the ability. If you drop it too low, the Warlord's gonna feel useless (5 temp hp takes the sting out of a sword-wound, but it doesn't feel as safe as 15 temp HP does!), but you're right that surgeless "big buckets" of temp HP has generally been fairly highly valued. Whatever you decide, I suppose you're avoiding the issue of motivational healing! :) [/QUOTE]
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Can gaining Temp HP ever be the equal to gaining regular HP?
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