ChrisCarlson
First Post
But should a person really be able to be "doubly inspired"?
No. (IMO)But should a person really be able to be "doubly inspired"?
The more things that grant THP, the less valuable each individual thing becomes.Can someone explain the problem about THP stacking?
Possibly, but battles in 5e are quick. There's not a lot of time between "have THP" "don't have THP" "unconscious" and "battle over, so get your out-of-combat THP".Can't you just wait until the current THP get used up before getting more?
I'm very much pro-different mechanics.Sure, they don't end up functioning exactly like real HP in that case because you end up with with a deficit in real HP after the fight, and there are some other funky edge cases, but isn't it ok to have a mechanic that forces players to switch up their strats and think differently?
I've no issue with that. But flat-mid battle THP is not as straight forward as it might seem.I'd think, given that the goal is to have "non-magical" healing with a base in realism, it's ok to end a vicious fight with some cuts and scrapes and bruises, and not with all wounds miraculously (i.e. magically) healed.
Why doesn't the same complaint apply to actual healing?The more things that grant THP, the less valuable each individual thing becomes.
Because they stack.Why doesn't the same complaint apply to actual healing?
Which is why i'm more of a fan of DR. Take 5 less damage from an attack is more straight froward then give 5THP and hoping it applies to something and won't be overwritten later.
Sounds like a feature not a bug. Again, keeps actual individual healing things more valuable (to use your terms).Because they stack.
Cleric: I heal bob for 5 HP.
Bard: i heal bob for 5 HP.
Druid: i heal bob for 5 HP.
Bob: Woo feel much better.
Cheerleader: i give bob 5 THP.
Caddy: i give bob 5.. iron.
Butler: i give bob 5.. hour energy.
Bob: umm...
Hmm... Actually, making it both could help the use-case.I'd vote for both! I love mitigation.
But as far as "wasted" healing goes, if the limitations of THP mean that it's harder to use well, it could be balanced by increasing output. I.e., Wardens are able to channel more THP than clerics can HP, but their effective healing ends up being about the same. E.g., my idea in the previous post.
Hmm... Actually, making it both could help the use-case.
"As a reaction, you reduce damage by (int?). After the damage is dealt, the target gains (cha?) THP".
That way, you always get some benefit (DR), and sometimes get more benefit (THP).
You get 1/2 healing on a "miss".
A nice middle ground IMO.