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(Hopefully) A Quick Question About Temp Hp

Crowsion

Explorer
Firstly, one my players has a homebrew power that puts a forcefield around an ally that gives temp Hp (lets say 7). The forcefield last until the end of his next turn.

Secondly, my question is if the ally already had temp Hp (maybe 5) from another power, would the ally still have the temp Hp (5) after the forcefield goes away or are they effectively erased since you choose the amount with the highest value when you get more?

Finally, would an alternative like damage resistance be better?
 
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With a concept like a forcefield, you should probably skip over both Temporary HP -and- DR and just say that it prevents X amount of damage and then is destroyed.
 

Outside the "forcefield," the character's temp hp total will revert to the "5" value -- assuming he's taken no damage of course.

But I'd look for another mechanic to represent "forcefield," yeah.
 

Secondly, my question is if the ally already had temp Hp (maybe 5) from another power, would the ally still have the temp Hp (5) after the forcefield goes away or are they effectively erased since you choose the amount with the highest value when you get more?
Two issues. First, temporary HP don't stack: you only get the higher amount. If you have 2, and gain 5, you have 5, and not 7. These sources are always instances that grant you X temp HP. Temp HP are never granted... continuously, so to speak. Second, they are either removed by damage or they last until your next rest (short or long).

So, yes, the higher amount would effectively "erase" the lower amount, to use your terminology, and the ally would not have the 5 temp HP after the forcefield HP were used up.

Finally, would an alternative like damage resistance be better?
Yes. Resist 7 until X damage is resisted, or resist 7 for X rounds of combat would probably work better.
 

Making it Resist 7 (All), until the end of the next turn, would eliminate a host of possible issues. Generally speaking temp hits last until the end of the encounter, so it's an unnecessary complication.
 

To elaborate somewhat, yes, I'm aware that's not the way temp hp actually work -- which is why I'm also recommending some other mechanic.

But assuming we stick with the temp hp mechanic, it makes sense (to me) that the temp hp would only last while the character is within the "forcefield." Temporary temp hp, if you will, which, when they "wear off" during the encounter (again, doesn't match the usual rules for temp hp), should in practice leave "regular temp hp" untouched.

So there is my rationale for the thing.
 

I see now that if I were to give back the original temp Hp after the forcefield was destroyed it would be effectively adding them together, which is bad for obvious reasons.

I think damage resistance would be best, I could flavour it like a resistive medium that the enemy is pushing through. This way it would reduce the amount the character's original temp Hp will take.

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This leads to a dilemma, the resist could be "erased" just a easily as the temp Hp could. So, which would be less detrimental, stacking temp Hp or stacking resist, or are they both bad ideas? :eek:
 

The original power. If your interested, it might help to see where I was going.

Forcefield Utility 2
You conjure a protective forcefield around your ally, slowing your foes attacks; mitigating their strikes.
Encounter * Arcane
Minor Action Close burst 5
Target: You or one ally in burst
Effect: The target gains 3 + 1/2 level temp Hp until the end of your next turn.
 

Well, "regular temp hp" and "temporary temp hp" should be lost simultaneously, of course, if you have both. No freebies.

But if it turns into a resist thing instead, then just use the regular rules for stacking resistances.
 


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