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New Sage Advice: Class Features, Combat, Spells, & Monsters
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<blockquote data-quote="KarinsDad" data-source="post: 7676337" data-attributes="member: 2011"><p>I only had a problem with the following ruling. It's inconsistent.</p><p></p><p></p><p>"If I have 10 temporary hit points and I take 30 damage from an attack while concentrating on a spell, what is the DC of the Constitution save to maintain my concentration? The DC is 15 in that case. When temporary hit points absorb damage for you, you’re still taking damage, just not to your real hit points.</p><p></p><p>In contrast, a feature like the wizard’s Arcane Ward can take damage for you, potentially eliminating the need to make a Constitution saving throw or, at least, lowering the DC of that save."</p><p></p><p></p><p>The writeup for temp hit points includes "Some spells and special abilities confer temporary hit points to a creature. Temporary hit points aren’t actual hit points; they are a <strong>buffer against damage</strong>, a pool of hit points that protect you from injury."</p><p></p><p>Are they a buffer against damage or not?</p><p></p><p></p><p>I don't see the difference between temp hit points, the Fighter's parry ability, damage resistance, Arcane Ward, or any other game mechanic that mitigates actual damage. Either concentration should be on damage before mitigation, or after mitigation. There shouldn't be special rules based on the type of damage mitigation. It's unnecessary and confusing.</p></blockquote><p></p>
[QUOTE="KarinsDad, post: 7676337, member: 2011"] I only had a problem with the following ruling. It's inconsistent. "If I have 10 temporary hit points and I take 30 damage from an attack while concentrating on a spell, what is the DC of the Constitution save to maintain my concentration? The DC is 15 in that case. When temporary hit points absorb damage for you, you’re still taking damage, just not to your real hit points. In contrast, a feature like the wizard’s Arcane Ward can take damage for you, potentially eliminating the need to make a Constitution saving throw or, at least, lowering the DC of that save." The writeup for temp hit points includes "Some spells and special abilities confer temporary hit points to a creature. Temporary hit points aren’t actual hit points; they are a [b]buffer against damage[/b], a pool of hit points that protect you from injury." Are they a buffer against damage or not? I don't see the difference between temp hit points, the Fighter's parry ability, damage resistance, Arcane Ward, or any other game mechanic that mitigates actual damage. Either concentration should be on damage before mitigation, or after mitigation. There shouldn't be special rules based on the type of damage mitigation. It's unnecessary and confusing. [/QUOTE]
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