Rules Question: Temporary Hit Points

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Assume Bud has a maximum of 10 hit points. In battle, he goes down to 1
hit point (takes 9 damage). The cleric gives him an Aid spell, which
gives him 10 "temporary hit points". His current hit point total is now
11, with 1 "real" and 10 "temporary".

The next round (with Aid still in effect), the cleric casts Cure Light
Wounds for 5 points. The question: does Bud get ANY points from this
spell? Since he is already over his max hit points of 10, some in our
campaign feel that the cure will not work. They feel the rules clearly
state you cannot go over your max hit points with a cure spell.

I feel the intent was to have "temporary" hit points set aside and
treated differently than "normal" hit points. I feel that the cure
should put Bud's "normal" hit points to 6, with the Aid's "temporary"
hit points still at 10, so Bud would have a total of 16 hit points.

But I cannot find any rules that state this. Can anyone out there help
me? What are your opinions?

Thanks,

Brannon
 
Archived from groups: alt.games.adnd (More info?)

brannonrad@yahoo.com wrote:
> Assume Bud has a maximum of 10 hit points. In battle, he goes down to 1
> hit point (takes 9 damage). The cleric gives him an Aid spell, which
> gives him 10 "temporary hit points". His current hit point total is now
> 11, with 1 "real" and 10 "temporary".
>
> The next round (with Aid still in effect), the cleric casts Cure Light
> Wounds for 5 points. The question: does Bud get ANY points from this
> spell? Since he is already over his max hit points of 10, some in our
> campaign feel that the cure will not work. They feel the rules clearly
> state you cannot go over your max hit points with a cure spell.

Untill he got his full hit point he can be cured with spells.
In this case he would raise to 16hp (6 of his own and 10 from the aid).
As long as he don't get any futher damages and gets healed, he can get upto
20hp (of which 10 are from the aid).

But if he would been fully healed when the aid sepll is cast and he would have
hist 10 point and then the 10 temporary hitpoints, a total of 20 and he would
be struck for 9hp damage, he would go down to 11hp (10 normals and 1 temp), a
cure light wounds wouldn't affect him, as he is fully healed already (10
normal hp).


//Aho
 
Archived from groups: alt.games.adnd (More info?)

"J.O. Aho" <user@example.net> wrote in message
news:35lm43F42c0mqU1@individual.net...
> brannonrad@yahoo.com wrote:
> > Assume Bud has a maximum of 10 hit points. In battle, he goes down to 1
> > hit point (takes 9 damage). The cleric gives him an Aid spell, which
> > gives him 10 "temporary hit points". His current hit point total is now
> > 11, with 1 "real" and 10 "temporary".
> >
> > The next round (with Aid still in effect), the cleric casts Cure Light
> > Wounds for 5 points. The question: does Bud get ANY points from this
> > spell? Since he is already over his max hit points of 10, some in our
> > campaign feel that the cure will not work. They feel the rules clearly
> > state you cannot go over your max hit points with a cure spell.
>
> Untill he got his full hit point he can be cured with spells.
> In this case he would raise to 16hp (6 of his own and 10 from the aid).
> As long as he don't get any futher damages and gets healed, he can get
upto
> 20hp (of which 10 are from the aid).
>
> But if he would been fully healed when the aid sepll is cast and he would
have
> hist 10 point and then the 10 temporary hitpoints, a total of 20 and he
would
> be struck for 9hp damage, he would go down to 11hp (10 normals and 1
temp), a
> cure light wounds wouldn't affect him, as he is fully healed already (10
> normal hp).
>
>
> //Aho

I agree with that, the cure spell certainly works on the real hit points.

If I remember, if Bud takes 5 points of damage in the fight, so is at 6 hit
points, and the aid spell finishes, Bud goes down to negative 4 proving that
temp hit points are seperate from normal hit points. ie He doesn't loose
what is left of the temp points.


the_gnome
 
Archived from groups: alt.games.adnd (More info?)

Mere moments before death, the gnome hastily scrawled:
>
>If I remember, if Bud takes 5 points of damage in the fight, so is at 6 hit
>points, and the aid spell finishes, Bud goes down to negative 4 proving that
>temp hit points are seperate from normal hit points. ie He doesn't loose
>what is left of the temp points.

You remember wrong. The temporary HP go away first.



Ed Chauvin IV

--
DISCLAIMER : WARNING: RULE # 196 is X-rated in that to calculate L,
use X = [(C2/10)^2], and RULE # 193 which is NOT meant to be read by
kids, since RULE # 187 EXPLAINS homosexuality mathematically, using
modifier G @ 11.

"I always feel left out when someone *else* gets killfiled."
--Terry Austin
 
Archived from groups: alt.games.adnd (More info?)

Ed Chauvin IV wrote:
> Mere moments before death, the gnome hastily scrawled:
>
>>If I remember, if Bud takes 5 points of damage in the fight, so is at 6 hit
>>points, and the aid spell finishes, Bud goes down to negative 4 proving that
>>temp hit points are seperate from normal hit points. ie He doesn't loose
>>what is left of the temp points.
>
> You remember wrong. The temporary HP go away first.

He wasn't entirly wrong, you can get permanent hitpoint losses, those don't
affect the hp gained from the aidspell.

a small example (won't happen that often, but can happen and depending on the DM)

You have a wizard with a maximum of 10 hitpoints as a level 2 wizard, the
wizard has a con of 15, which gives him those 2 extra hitpoints. The wizard
has a familiar. During the battle the wizard has got 9hp of damage, the cleric
in the group casts an aid on him. At the same time the wizards familiar dies,
the wizard successes with his system chock roll, but looses one point of con,
so the wizard will loose hitpoints bonus (new max will be 8), this leads to
that the wizard (depending on the DM) will loose 2 permanent hitpoints which
leads to that he in reality ends down on -1 (plus bonus), so when the aid
spell ends the wizard will fall down.

But in normal cases this won't happen.


//Aho