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temp hp vs angry players
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<blockquote data-quote="Amaroq" data-source="post: 5068939" data-attributes="member: 15470"><p>I suspect its a bit of a can of worms to allow it and then try to un-allow it later. I think you're much better off stating "See PHB 294 and the errata which clarifies same".</p><p></p><p>Here's why:</p><p></p><p>When you allow it, at Level 1 it doesn't feel game-breaking. I mean, seriously, who cares if the Assassin has two temporary hit points or four?</p><p></p><p>But if you allow it, and your players start building their characters around stacking THP on more THP ... </p><p></p><p>... then by the time you hit, say, Level 5, and the fighter has a Lifedrinker Longsword +1 and is gaining 5 temporary hit points per minion killed .. while in his Rain of Steel stance .. while the Infernal Pact Warlock has buffed her 46 HP up by 21 + 2d8 THP thanks to use of Vampiric Embrace, Armor of Agathys, and Fiendish Resilience, plus 5 THP for every Cursed enemy she drops ..</p><p></p><p>... You're looking at a <strong>huge</strong> difference. When you're up into the Paragon paths, the discrepancy is going to be fairly extreme.</p><p></p><p>I all but guarantee you'd want to change it by that point, but then you run into things like:</p><p></p><p>"But I built my whole character concept around getting temporary hit points!" (<em>When in fact he'd built his character's mechanics around an exploit and is complaining because he's getting "nerfed" and thinks its unfair.</em>)</p><p></p><p>Its a lot easier to be harsh about it <strong>now</strong> and not have to have that discussion later.</p><p></p><p>If you <strong>do</strong> decide to keep it stacked as described, you're going to need to count the party as probably Lvl + 1 at early levels and Lvl + 2 at mid-levels, <em>and</em> simply remove Minions from your repertoire (<em>or refuse THP for any action involving Minions</em>) .. otherwise the encounters are going to be all too easy.</p></blockquote><p></p>
[QUOTE="Amaroq, post: 5068939, member: 15470"] I suspect its a bit of a can of worms to allow it and then try to un-allow it later. I think you're much better off stating "See PHB 294 and the errata which clarifies same". Here's why: When you allow it, at Level 1 it doesn't feel game-breaking. I mean, seriously, who cares if the Assassin has two temporary hit points or four? But if you allow it, and your players start building their characters around stacking THP on more THP ... ... then by the time you hit, say, Level 5, and the fighter has a Lifedrinker Longsword +1 and is gaining 5 temporary hit points per minion killed .. while in his Rain of Steel stance .. while the Infernal Pact Warlock has buffed her 46 HP up by 21 + 2d8 THP thanks to use of Vampiric Embrace, Armor of Agathys, and Fiendish Resilience, plus 5 THP for every Cursed enemy she drops .. ... You're looking at a [b]huge[/b] difference. When you're up into the Paragon paths, the discrepancy is going to be fairly extreme. I all but guarantee you'd want to change it by that point, but then you run into things like: "But I built my whole character concept around getting temporary hit points!" ([I]When in fact he'd built his character's mechanics around an exploit and is complaining because he's getting "nerfed" and thinks its unfair.[/I]) Its a lot easier to be harsh about it [b]now[/b] and not have to have that discussion later. If you [b]do[/b] decide to keep it stacked as described, you're going to need to count the party as probably Lvl + 1 at early levels and Lvl + 2 at mid-levels, [I]and[/I] simply remove Minions from your repertoire ([I]or refuse THP for any action involving Minions[/I]) .. otherwise the encounters are going to be all too easy. [/QUOTE]
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