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Druid 20 = Infinite Hit Points
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<blockquote data-quote="pming" data-source="post: 6371632" data-attributes="member: 45197"><p>Hiya</p><p></p><p></p><p></p><p>You missed the next paragraph:<em>"However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious".</em></p><p><em></em></p><p><em></em>Now, it is a big vague if you ask me. It sounds to me like they are saying "if you drop below 0 in animal form, you carry over ALL of it"...but their example indicates that you still had 1 hp left in animal form, then reverted, you carry over 9 points (10 that you took, minus the 1 you had left).</p><p></p><p><em>[EDIT: I just reread it and I'm now thinking it's kind of a half-way-dead thing. As long as you don't take more than 50% of the total animal HP in damage, you're ok; so having a 20hp animal, taking 10 damage, reverting, carries over nothing...20 - 10 = 10; 10 - 10 = 0; but taking 11 gives 20 - 11 = 9; 9 - 11 = -2, so you carry over 2 points of damage. Seems a bit convoluted for 5e, so i think I'd still stick with "carry over damage". Anyway...]</em></p><p></p><p>IMHO, I'd be willing to bet silver pieces to copper pieces that the intent of the ability was <em>not to give druids infinite HP at level 20</em>. Call me crazy, but I think "carry over damage to your normal form" makes more sense than "here, have infinite hit points". What do you think their intention was? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>No matter how you slice it, I'm ruling that you keep an accumulated damage total. The primary reason for wildshape is NOT to "give you more hit points"....it's because it's a cool thing for druids to be able to do. It makes them seem more wild and druid'ey. They can change into a fricken' animal! How many commoners can do that? Need to get over a gorge? Change into a bird. Cross a small lake? Change into an alligator. Need to hide from the trio of hippagriffs? Change into a gopher. To me, <em>that</em> is the primary reason for the Wildshape ability....not to "get nigh infinite hp changing forms". The rules, especially in 5e, need to be taken as guidelines for running a fantasy RPG. If someone gets hung up on the specific verbiage written in a rule, and that reading is obviously out of whack (overpowered, underpowered, or whatever), then it is up to the DM to interpret it how he sees fit. That is how 5e is written. It is written specifically with the intention of DM intervention and interpretation. Trying to read every single thing as RAW is going to lead to nothing but heartache and frustration. Ironclad rules are for 3.x/PF/4e, and I, for one, am happy to see more vagueness/looseness built into the 5e system.</p><p></p><p>^_^</p><p></p><p>Paul L. Ming</p></blockquote><p></p>
[QUOTE="pming, post: 6371632, member: 45197"] Hiya You missed the next paragraph:[I]"However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious". [/I]Now, it is a big vague if you ask me. It sounds to me like they are saying "if you drop below 0 in animal form, you carry over ALL of it"...but their example indicates that you still had 1 hp left in animal form, then reverted, you carry over 9 points (10 that you took, minus the 1 you had left). [I][EDIT: I just reread it and I'm now thinking it's kind of a half-way-dead thing. As long as you don't take more than 50% of the total animal HP in damage, you're ok; so having a 20hp animal, taking 10 damage, reverting, carries over nothing...20 - 10 = 10; 10 - 10 = 0; but taking 11 gives 20 - 11 = 9; 9 - 11 = -2, so you carry over 2 points of damage. Seems a bit convoluted for 5e, so i think I'd still stick with "carry over damage". Anyway...][/I] IMHO, I'd be willing to bet silver pieces to copper pieces that the intent of the ability was [I]not to give druids infinite HP at level 20[/I]. Call me crazy, but I think "carry over damage to your normal form" makes more sense than "here, have infinite hit points". What do you think their intention was? ;) No matter how you slice it, I'm ruling that you keep an accumulated damage total. The primary reason for wildshape is NOT to "give you more hit points"....it's because it's a cool thing for druids to be able to do. It makes them seem more wild and druid'ey. They can change into a fricken' animal! How many commoners can do that? Need to get over a gorge? Change into a bird. Cross a small lake? Change into an alligator. Need to hide from the trio of hippagriffs? Change into a gopher. To me, [I]that[/I] is the primary reason for the Wildshape ability....not to "get nigh infinite hp changing forms". The rules, especially in 5e, need to be taken as guidelines for running a fantasy RPG. If someone gets hung up on the specific verbiage written in a rule, and that reading is obviously out of whack (overpowered, underpowered, or whatever), then it is up to the DM to interpret it how he sees fit. That is how 5e is written. It is written specifically with the intention of DM intervention and interpretation. Trying to read every single thing as RAW is going to lead to nothing but heartache and frustration. Ironclad rules are for 3.x/PF/4e, and I, for one, am happy to see more vagueness/looseness built into the 5e system. ^_^ Paul L. Ming [/QUOTE]
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