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Healing to temp HPs ratio
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<blockquote data-quote="The Crimson Binome" data-source="post: 7567057" data-attributes="member: 6775031"><p>I was expecting this to be a thread about warlords.</p><p></p><p>The big problem with temporary Hit Points is that sometimes they miss. You can put them on the wrong target. If you put 10thp on the wizard, but the rogue is the one who gets attacked, then those 10thp are wasted. With healing, since it's always done after the damage has taken place, you always know the right target to heal. If the rogue takes damage and the wizard does not, then you know to heal the rogue and not the wizard.</p><p></p><p>Temporary Hit Points are worth more than healing <em>if</em> you are reasonably certain that you were going to take enough damage that you would have to spend resources to address it (rather than just using Hit Dice). As a healer, it can be hard to predict who will take damage; and with the ability for Hit Dice to cover incidental healing, it's twice as hard for you to predict which emergencies will be dire enough to warrant spending a spell slot on it. Off the top of my head, I would guess that you need at 50% more temporary HP to balance it against healing - if you could heal 20hp with a spell slot, then the same spell slot would need to provide 30thp in order for it to be worth spending.</p></blockquote><p></p>
[QUOTE="The Crimson Binome, post: 7567057, member: 6775031"] I was expecting this to be a thread about warlords. The big problem with temporary Hit Points is that sometimes they miss. You can put them on the wrong target. If you put 10thp on the wizard, but the rogue is the one who gets attacked, then those 10thp are wasted. With healing, since it's always done after the damage has taken place, you always know the right target to heal. If the rogue takes damage and the wizard does not, then you know to heal the rogue and not the wizard. Temporary Hit Points are worth more than healing [I]if[/I] you are reasonably certain that you were going to take enough damage that you would have to spend resources to address it (rather than just using Hit Dice). As a healer, it can be hard to predict who will take damage; and with the ability for Hit Dice to cover incidental healing, it's twice as hard for you to predict which emergencies will be dire enough to warrant spending a spell slot on it. Off the top of my head, I would guess that you need at 50% more temporary HP to balance it against healing - if you could heal 20hp with a spell slot, then the same spell slot would need to provide 30thp in order for it to be worth spending. [/QUOTE]
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