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Community
General Tabletop Discussion
*Dungeons & Dragons
What if healing spells only created Temp HP?
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<blockquote data-quote="DND_Reborn" data-source="post: 8203083" data-attributes="member: 6987520"><p>It is an interesting idea.</p><p></p><p>It would allow buffing of a temp HP pool prior to losing them, freeing casters and other healers to do other things <em>during</em> combat. However, it might also lead to players being a bit more reckless with the "extra" temp HP going into the fight. There would be an experience curve in learning to curtail enthusiasm.</p><p></p><p>Spell slots would be used prior to combat, and thus if the temp HP end up not being needed, the slots could be wasted in essence, when they might have been used for something more important later on, possibly during a fight.</p><p></p><p>D&D having a bunch of cleric healing minor things depends <em>entirely</em> on how common you want them... In my games, a healer doesn't go around using spells all the time because you never know when they might really be needed.</p><p></p><p>Capping the temp HP (as per normal rules) would keep this to a minor buff, and I can't see many casters upcasting spells when, again, more powerful slots might be vital for other uses later on.</p><p></p><p>So, while I think this idea has some merits, I think it has a lot of potential pitfalls, especially at higher levels when a small buff of THP is not as useful.</p><p></p><p>I am still more in your idea here:</p><p>[URL unfurl="true"]https://www.enworld.org/threads/half-hp-full-heal-variant.674789/[/URL]</p><p></p><p>About reducing the HP pool, but allow it to auto-replenish after each encounter. It makes individual encounters more dangerous.</p></blockquote><p></p>
[QUOTE="DND_Reborn, post: 8203083, member: 6987520"] It is an interesting idea. It would allow buffing of a temp HP pool prior to losing them, freeing casters and other healers to do other things [I]during[/I] combat. However, it might also lead to players being a bit more reckless with the "extra" temp HP going into the fight. There would be an experience curve in learning to curtail enthusiasm. Spell slots would be used prior to combat, and thus if the temp HP end up not being needed, the slots could be wasted in essence, when they might have been used for something more important later on, possibly during a fight. D&D having a bunch of cleric healing minor things depends [I]entirely[/I] on how common you want them... In my games, a healer doesn't go around using spells all the time because you never know when they might really be needed. Capping the temp HP (as per normal rules) would keep this to a minor buff, and I can't see many casters upcasting spells when, again, more powerful slots might be vital for other uses later on. So, while I think this idea has some merits, I think it has a lot of potential pitfalls, especially at higher levels when a small buff of THP is not as useful. I am still more in your idea here: [URL unfurl="true"]https://www.enworld.org/threads/half-hp-full-heal-variant.674789/[/URL] About reducing the HP pool, but allow it to auto-replenish after each encounter. It makes individual encounters more dangerous. [/QUOTE]
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Community
General Tabletop Discussion
*Dungeons & Dragons
What if healing spells only created Temp HP?
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