Particle_Man
Explorer
I came up with this idea while discussing illusions, but realized that it could apply in other contexts. Just as an aid spell can add temporary hit points, so could other spells or effects cause temporary damage. To simplify bookkeeping, I would suggest that temporary hit points and temporary damage each permanently cancel each other out, on a 1 hp for 1hp basis. Thus if Spell X causes 10 points of temporary damage, and spell A adds 7 temporary hit points, casting both on a character would result in here having no temporary hit points, and 3 points of temporary damage. Temporary damage effects would have durations, just as temporary hit point effects would.
Thus whatever box you use for temporary hit points, you would either have a positive or a negative number (or 0) in it, so temporary damage would not add to what you put on the character sheet (except for the negative sign).
In fact, one way to think of temporary damage is as negative temporary hit points. No character would ever have temporary hit points and temporary damage at the same time. Hopefully, this would mean that temporary damage would cause no more bookkeeping than temporary hit points would, since you would only have to remember one temporary effect (either temporary hp or temporary damage), not both, on a character at a given time.
Temporary damage would only kill someone if it, plus the real damage, brought a character to -10 hit points. Otherwise, the victim would get better when the temporary damage went away.
While damage to a character is taken from her temporary hit points first, healing done to a character would affect temporary damage last (thus temporary damage would not prevent "real" healing). The exception would be temporary hit points, as detailed above, which would cancel out temporary damage.
The advantages of adding temporary damage: If you want characters to suffer and risk death, but they don't have access to healing in the party, temporary damage can give them a quick "healing" method between battles (assuming that they live). Also, one might allow effects that do "more" temporary damage than they would real damage, although that hasn't been playtested. And, as stated above, it provides an interesting option for damage by "partially real" illusion spells, mind-affecting spells, etc.
It also allows for new spells: "Hinder" could function as the opposite of the Aid spell, for instance, giving the victim a penalty and temporary damage (but require a touch attack to succeed).
I would welcome any comments.
Let me know what you think.
Thus whatever box you use for temporary hit points, you would either have a positive or a negative number (or 0) in it, so temporary damage would not add to what you put on the character sheet (except for the negative sign).
In fact, one way to think of temporary damage is as negative temporary hit points. No character would ever have temporary hit points and temporary damage at the same time. Hopefully, this would mean that temporary damage would cause no more bookkeeping than temporary hit points would, since you would only have to remember one temporary effect (either temporary hp or temporary damage), not both, on a character at a given time.
Temporary damage would only kill someone if it, plus the real damage, brought a character to -10 hit points. Otherwise, the victim would get better when the temporary damage went away.
While damage to a character is taken from her temporary hit points first, healing done to a character would affect temporary damage last (thus temporary damage would not prevent "real" healing). The exception would be temporary hit points, as detailed above, which would cancel out temporary damage.
The advantages of adding temporary damage: If you want characters to suffer and risk death, but they don't have access to healing in the party, temporary damage can give them a quick "healing" method between battles (assuming that they live). Also, one might allow effects that do "more" temporary damage than they would real damage, although that hasn't been playtested. And, as stated above, it provides an interesting option for damage by "partially real" illusion spells, mind-affecting spells, etc.
It also allows for new spells: "Hinder" could function as the opposite of the Aid spell, for instance, giving the victim a penalty and temporary damage (but require a touch attack to succeed).
I would welcome any comments.
Let me know what you think.