Talk:Overflowing Health (3.5e Feat)

From Dungeons and Dragons Wiki
Jump to: navigation, search

Ratings[edit]

RatedNeutral.png Catgirldreamer3100 is neutral on this article and rated it 2 of 4.
Good in concept, in and of itself.

However, on the part of 'temporary' hit points; the simple fact is they are 'temporary' for a reason. I would suggest the extra hit points dissipate after one-to-three hours.

Many creatures who have the ability to drain either levels, or abilities, gain a set amount of hit-points, that dissipate after one hour.

RatedLike.png Luigifan18 likes this article and rated it 3 of 4.
So, essentially, this is overhealing, Team Fortress 2-style, except it caps at 200% hp instead of 150% and only expires through taking damage. I really like the idea, though I feel that it needs some clarifications. From what I gleaned from the description, temporary hit points from this feat stack with each other until they reach their cap, which equals your normal maximum hit points, and they do not expire on their own. However, you don't clarify if they are an extraordinary, supernatural, or spell-like effect, and likewise, whether or not they can be suppressed by an antimagic field and/or wiped out by dispel magic, and if dispel magic works on temporary hit points from this feat, then how do you determine their caster level for opposing a dispel check? And how do temporary hit points from this feat interact with temporary hit points from other sources? Do they stack, overlap without stacking, or does one override the other? There may be other questions about the mechanics of this feat that don't come to mind right now. It's a really cool concept, but it still has some kinks that need to be ironed out.

TLDR: I really want to favor this, but I can't until how it works is more clearly explained.


Oh, BTW, I hope you don't mind that I took the first steps in clarifying the feat's function. I had to speculate a little bit, but I think I've managed to make it fit in better with the game's rules without modifying its actual interactions with game rules or violating the author's intent (mainly, I made it clear that temporary hit points aren't quite the same thing as "real" hit points, and are tracked separately). Sadly, I can't go farther (such as specifying if the temporary hit points are affected by dispel magic or antimagic field) because it's not my article, and adding details like that would modify the function of the feat. --Luigifan18 (talk) 14:28, 27 June 2018 (MDT)

Endless temp hp[edit]

It's not difficult to obtain endless sources of healing, or cheap sources of healing. The idea behind this feat is great! But those numbers. x2 hp is way too much. Especially for moderate, though this wouldn't even fit very high IMO. Just compare it to Damage Sponge, a High feat which I can debate is actually Moderate. There is a huge gulf in numbers here.

You probably should cap this to something like an amount equal to your HD, or your HD + 5, or adjust those numbers so they fit High or Very High. I had this come up recently concerning my maneuver Vita Surge. As an at-will ability, effectively, it was giving the same amount as vigor which was tied to a limited resource, so I nerfed it. So even at 20th at most it's 60 points of padding you can get at almost-will, and it still extremely good.

Also temp hp typically doesn't stack unless stated otherwise, and since the issue here is "too much numbers", also making them stack is a bad idea.

So yeah, good idea, but lower those numbers severely. -- Eiji-kun (talk) 23:10, 27 June 2018 (MDT)

Bump. -- Eiji-kun (talk) 10:07, 29 January 2020 (UTC)
LikedLuigifan18 +
NeutralCatgirldreamer3100 +