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For the Record: Mearls on Warlords (ca. 2013)
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<blockquote data-quote="Guest 6801328" data-source="post: 6711372"><p>Can someone explain the problem about THP stacking? Can't you just wait until the current THP get used up before getting more? And if they're not getting used up it means you don't need more? Is it because you'll want to use them before the fight even starts?</p><p></p><p>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?</p><p></p><p>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.</p><p></p><p>In fact, just to avoid having the THP be a standard pre-fight buff (as one of the goals of 5e has been to minimize that) but without creating a new class of THP, I support Bawylie's notion that its effectiveness depends on having wounds in the first place. Perhaps instead of doubling if you're at half health, it doubles until you're at full HP (temp or otherwise) and then reverts.</p><p></p><p>So let's say you have 20 HP max and you're at 15. The Warden* heals you for 6. The first 3 get doubled, putting you at 21, and then you get 3 more for 24 total. </p><p></p><p>Assuming that it's a limited-use ability, the incentive would be to wait until your allies really need it before spending it.</p><p></p><p>I think that sounds cool. Very different considerations from any existing mechanic.</p><p></p><p>*Sorry, I just can't bring myself to type that other W-class name, and I'm getting tired of typing "(insert class name)" so I'm just going to use Warden.</p></blockquote><p></p>
[QUOTE="Guest 6801328, post: 6711372"] Can someone explain the problem about THP stacking? Can't you just wait until the current THP get used up before getting more? And if they're not getting used up it means you don't need more? Is it because you'll want to use them before the fight even starts? 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'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. In fact, just to avoid having the THP be a standard pre-fight buff (as one of the goals of 5e has been to minimize that) but without creating a new class of THP, I support Bawylie's notion that its effectiveness depends on having wounds in the first place. Perhaps instead of doubling if you're at half health, it doubles until you're at full HP (temp or otherwise) and then reverts. So let's say you have 20 HP max and you're at 15. The Warden* heals you for 6. The first 3 get doubled, putting you at 21, and then you get 3 more for 24 total. Assuming that it's a limited-use ability, the incentive would be to wait until your allies really need it before spending it. I think that sounds cool. Very different considerations from any existing mechanic. *Sorry, I just can't bring myself to type that other W-class name, and I'm getting tired of typing "(insert class name)" so I'm just going to use Warden. [/QUOTE]
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