Difference between revisions of "HP (Health)"

From FullPlate
Jump to: navigation, search
m (Determining HP)
m (HP Examples)
 
(7 intermediate revisions by the same user not shown)
Line 1: Line 1:
=HP=
+
==HP==
HP stands for Hit Points or Health Points. This represents how much damage the character can take and thus how close they are to suffering lasting damage. When the Wounds the character has taken is equal to HP, the character is vulnerable and may not even be able to remain standing.
+
HP stands for Hit Points or Health Points. This represents how much damage the character can take and thus how close they are to suffering lasting damage. When damage has reduced a character's HP to 0, the character is vulnerable and may not even be able to remain standing.
 +
 
 +
Current HP, Maximum HP, Temporary HP and HP Level are listed. When HP is generally referred to, assume it means Current HP.
 +
 
 +
===Current HP===
 +
Current HP refers to how much of a character's HP is currently remaining - how far they are from collapse and, most likely, from death.
 +
 
 +
Whenever a character takes damage, their Current HP is lowered by the amount of damage taken, after Temporary HP is exhausted. If already 0, damage is also dealt to VP.
  
Maximum HP, Wounds, Temporary HP and HP Level are listed.
+
A character's HP cannot be raised above their Maximum HP. If something specifically describes itself as giving a character Temporary HP, it restores Current HP first and then increases Temporary HP.
 +
 
 +
Current HP is regained by various means of recovery - [[Healing_(Recovery)|Healing]], [[Resting_(Recovery)|Resting]], [[Regeneration_(Recovery)|Regeneration]], magical spells and from converting Temporary HP into Current HP.
  
 
===Maximum HP===
 
===Maximum HP===
 
Maximum HP refers to the total permanent HP received from all sources. It does not include temporary HP.
 
Maximum HP refers to the total permanent HP received from all sources. It does not include temporary HP.
 
===Wounds===
 
Wounds are written down next to HP and reflects how much damage the character has taken. When the value listed for Wounds is equal to HP, the character is in [[Critical Condition(Status)|Critical Condition]].
 
 
Wounds are lost by healing, rest and recovery or from gaining Temporary HP.
 
  
 
===Temporary HP===
 
===Temporary HP===
 
A character may gain Temporary HP from various sources - usually magic.  
 
A character may gain Temporary HP from various sources - usually magic.  
  
When a character receives damage, Temporary HP is reduced by the damage before applying any damage as Wounds. If a character gains Temporary HP whilst already having Wounds, reduce any Wounds by the value of the Temporary HP first.
+
When a character receives damage, Temporary HP is reduced by the damage before applying any remaining damage to Current HP. If a character gains Temporary HP whilst their Current HP is below Maximum, increase Current HP by the Temporary HP instead - any remaining is then added to Temporary HP.
 +
 
 +
Temporary HP remains until it is lost by damage or until it's duration has expired. If no duration is listed, Temporary HP lasts for 24 hours. Once the duration has expired, 1 point of Temporary HP is converted into Current HP per round. Temporary HP is also converted into Current HP at a rate of 1 point per 10 minutes of rest, regardless of duration.
  
Temporary HP remains until it is lost by damage or until it's duration has expired. If no duration is listed, Temporary HP lasts for 24 hours. Once the duration has expired, reduce Wounds and Temporary HP by 1 point per round until all Temporary HP is removed. If a character cannot increase their Current HP with Temporary HP as it has reached Maximum HP and Temporary HP's duration has expired, then 1 point of Temporary HP is lost per round.
+
If a character cannot increase their Current HP with Temporary HP as it has reached Maximum HP and Temporary HP's duration has expired, then 1 point of Temporary HP is lost per round.
  
 
===HP Level===
 
===HP Level===
 
The character's HP level is equal to their Maximum HP divided by the total number of HD and Levels they possess. Ignore Levels above 10 for the purpose of determining HP Level. This is important for certain conditions - particularly [[Energy Drain (Status)|Energy Drain]].
 
The character's HP level is equal to their Maximum HP divided by the total number of HD and Levels they possess. Ignore Levels above 10 for the purpose of determining HP Level. This is important for certain conditions - particularly [[Energy Drain (Status)|Energy Drain]].
  
=Determining HP=
+
==Determining HP==
 
A character begins with a number of HP dependent on their Hit-Dice, Levels, Toughness and the Adventure Style. Consult the [[Hit-Dice_(Health)|Hit-Dice]] page to determine how [[Hit-Dice_(Health)#Total_HD_and_Class_Levels|Hit-Dice and Levels]] interact.  
 
A character begins with a number of HP dependent on their Hit-Dice, Levels, Toughness and the Adventure Style. Consult the [[Hit-Dice_(Health)|Hit-Dice]] page to determine how [[Hit-Dice_(Health)#Total_HD_and_Class_Levels|Hit-Dice and Levels]] interact.  
  
 
A character rolls HP for each HD they possess, though Levels above 10 do not grant additional HD. Whenever a character is called upon to roll Hitpoints, they roll a dice of the appropriate [[Hit-Dice_(Health)#Hit-Dice_Size|Hit-Dice Size]].  
 
A character rolls HP for each HD they possess, though Levels above 10 do not grant additional HD. Whenever a character is called upon to roll Hitpoints, they roll a dice of the appropriate [[Hit-Dice_(Health)#Hit-Dice_Size|Hit-Dice Size]].  
  
If the dice roll is less than the character's Minimum HP from Constitution, consider it to be equal to the Minimum HP value. Following this, modify the HP received by Toughness, to a minimum of 1 HP, for all Base HD and for up to 10 levels of classes. A character can never lose HP for levelling up - they always gain a minimum of 1 HP.
+
If the dice roll is less than the character's Minimum HP from Constitution, consider it to be equal to the Minimum HP value. Following this, modify the HP received by Toughness, to a minimum of 1 HP, for all Base HD and for up to 10 levels of classes. Any bonuses received from Base HD are also applied at this point.
  
 
Once HP gain has been determined, add this to the character's Maximum HP.
 
Once HP gain has been determined, add this to the character's Maximum HP.
 +
 +
A character can never lose HP for levelling up - they always gain a minimum of 1 HP.
  
 
<span style="color:red">'''Traditional Adventures'''</span> - The highest bonus a character who does ''not'' have Warrior Levels can receive to their Hit-Dice is +2 from Toughness unless they have 1 +3 or more HD.
 
<span style="color:red">'''Traditional Adventures'''</span> - The highest bonus a character who does ''not'' have Warrior Levels can receive to their Hit-Dice is +2 from Toughness unless they have 1 +3 or more HD.
Line 37: Line 45:
 
<span style="color:lime">'''Epic Adventures'''</span> - Every character's Hit-Dice is always maximized.
 
<span style="color:lime">'''Epic Adventures'''</span> - Every character's Hit-Dice is always maximized.
  
==Base HP==
+
===Base HP===
 
A character with 1+2 or less HD may either use their Base HD or Class Level to determine HP, rolling both and taking the best result (in a Traditional game) or taking the maximised die roll. A Human Wizard, thus, would choose between 4 HP or 8 HP. Characters with HD of 1+3 or greater, meanwhile, use both. In either case, it is modified by Toughness.
 
A character with 1+2 or less HD may either use their Base HD or Class Level to determine HP, rolling both and taking the best result (in a Traditional game) or taking the maximised die roll. A Human Wizard, thus, would choose between 4 HP or 8 HP. Characters with HD of 1+3 or greater, meanwhile, use both. In either case, it is modified by Toughness.
  
 +
===HP Gain Above Level 10===
 +
A character gains their Hit-Dice Size per Level or additional HD gained. Characters gain fewer HP after Level 10; +3 if their HD Size is 10 or more, +2 if it is d6 to d8 and +1 if it is d4 or less.
  
 +
===Multiclass HP===
 +
In terms of HP, they divide each class's HP gain by the number of classes they posses and gain HP for each HD as appropriate. A Fighter 5/Thief 6, for instance, has 5d10/2 and 6d6/2 HP from class, combined. Note, any modifiers applied to a Hit-Dice (such as Toughness) are applied ''before'' the division occurs. Fractional HP can be saved for evening out when level increases.
  
 +
===Dualclass HP===
 +
In terms of HP, a Dualclass character only gains HP for their Dual-Classing once exceed the Dual-Class Threshold. A character that leveled as a Fighter for 3 levels who dualclassed into Cleric would keep their HP from before becoming a Cleric, but after reaching Level 4 in Cleric, they would begin to add HP from Cleric. They may only gain 10 HD worth of HP from all their class levels combined, however, using the largest dice to determine HP. For example, the character described above would have 3d10 HP from Class levels when they begin dualclassing. Upon hitting level 4, they may add 1d8 HP from Cleric.
  
 +
==HP 0==
 +
When a character reaches 0 HP, they are in [[Critical Condition (Status)|Critical Condition]]. In this state, all HP damage is also dealt to VP. As Insidious Damage does HP and VP damage, this means that it effectively deals double damage to VP.
  
 +
[[Critical Condition (Status)|Critical Condition]] is removed when the character's HP is above 0.
  
 +
<span style="color:red">'''Traditional Adventures'''</span> - Character is [[Death (Status)#Dead|Dead]] at 0 HP, unless something prevents death or some effect has [[Death (Status)#Destroyed|Destroyed]] them or caused them to be simply [[Death (Status)#Gone|Gone]].
  
===Hit Point Increases===
+
<span style="color:yellow">'''Heroic Adventures'''</span> - No change.
A character gains their Hit-Dice Size per Level or additional HD gained. Characters gain fewer HP after Level 10; +3 if their HD Size is 10 or more, +2 if it is d6 to d8 and +1 if it is d4 or less.  
 
  
Note, a character CANNOT decrease in HP from Leveling or taking a Class. If a 0th Level character takes a class with lower Hit Dice Size and this replaces their HD, their HP will not go down. Instead, they use their initial HP gained from Hit Dice. As such, a Level 1 Wizard with -1 Toughness does not have a maximum of 3 HP but a maximum of 7 (1d8-1). At Level 2, they would normally have 6, but in this case their HP remains the same. Only at Level 3, where their HP would equal 3d4-3, do they increase in HP to 9 (12 -3).
+
<span style="color:lime">'''Epic Adventures'''</span> - No change.
  
=Wounds Over Maximum HP=
+
===Negative HP===
 
+
HP can be reduced ''below'' 0 but the only effect this has is to make it harder to remove the [[Critical Condition (Status)|Critical Condition]] from the character. For example, a character who is dropped to HP -10 has presumably lost 10 VP and must heal 11 HP (enough to take them up to 1 HP) before they can act normally again and may mean they have to recover longer.
 
 
 
 
Original entry:
 
 
 
==HP==
 
HP stands for Hit Points or Health Points. These represent how close the character is to suffering lasting damage - when out of HP, the character is vulnerable and may not even be able to remain standing.
 
 
 
Current, Maximum and Temporary values are listed - when HP is referred to, assume Current HP is referred to.
 
When a character takes damage, their Current HP is lowered. If more damage is dealt than the character has HP, apply the damage, reduce the character to 0 and then do any remaining to VP if available. Some forms of attacks do direct VP Damage or deal Insidious Damage, which damages HP and VP at the same time.
 
  
A character's HP cannot be raised above their Maximum HP. If something specifically describes itself as giving a character Temporary HP, it restores Current HP first and then increases Temporary HP.  
+
==HP Examples==
 +
<span style="color:red">'''Traditional Adventures'''</span> - A Level 12 Dwarven Fighter with a Constitution of 19 receives a +5 bonus from Toughness and has a hit-dice size of d10, granting them +3 HP per level after 10. They thus receive 10d10 from Fighter Levels and +50 from Toughness (capping at Level 10) but, after this point, only receive +6 from Levels. Their HP rolls  (4 + 4 + 6 + 2 + 9 + 7 + 3 + 2 + 7 + 10) give them 54 before modifiers, 110 HP after modifiers.
  
Current HP is regained by [[Healing (Recovery)|Healing]].
+
<span style="color:yellow">'''Heroic Adventures'''</span> - A Fighter 5/Thief 6 Ogre with a Constitution of 17 receives a Base HD of 4+1 and a +3 bonus from Toughness. Their Hit-Dice Size is d8 for Ogre, d10 for Fighter and d6 for Thief. They thus receive 4d8+1 from Ogre, (4d10+10)/2 for Fighter and (5d6+6)/2 for Thief and +7.5 HP from Toughness for Fighter and +9 HP from Toughness from Thief. Their HP rolls are (6 + 5 + 2* + 6 + 2*) are 21 for Base HD, (6 + 10 + 9 + 10 + 10) 45/2 for Fighter and (2* + 4 + 2 + 6 + 2 + 6) = 22/2 from Thief. This gives us 19 + 22.5 + 11 + 7.5 + 9HP. This gives us a total of 71 HP after modifiers.
  
===Determining Hit-Points===
+
<nowiki>*</nowiki>These HP rolls were 1 but Constitution's Minimum HP value set them to 2.
A character begins with a number of HP dependent on their Hit-Dice, Levels, Toughness and the Adventure Style. As discussed above, a character uses whichever gives effectively the highest HP from Base HD or Level - generally speaking, this is 1d8 for most races. A character may roll both their Base HD AND their Level to determine HP and then take the best result, though they must use the whole pool for one or the other.
 
  
Character rolls their Hit-Dice to determine HP for each HD they have. If the roll is lower than Minimum HP, use Minimum HP in its place. This is then modified this by Toughness, but it cannot be made less than 1 HP per HD.
+
<span style="color:lime">'''Epic Adventures'''</span> - A Fighter 3 -> Cleric 4 Yuan-ti Abomination with a Constitution of 14 receives a Base HD of 9 and no bonus from Toughness. Their Hit-Dice Size is d8 for Yuan-Ti Abomination, d10 for Fighter and d8 for Cleric. They thus receive 72 HP from Yuan-Ti Abomination, 30 HP from Fighter and, having dualclassed into Cleric and only passed the Dualclass Threshold for 1 level, they receive an additional 8hp from Cleric. This gives them a total HP of 110 HP.
 
 
<span style="color:red">'''Traditional Adventures'''</span> - The highest bonus a character who does ''not'' have Warrior Levels can receive to their Hit-Dice is +2 from Toughness unless they have HD and/or Pseudoclass Levels. This does not alter Fatigue.
 
 
 
<span style="color:yellow">'''Heroic Adventures'''</span> - Every character's first Level's HD is maximized. Minimum HP is doubled. No effect on Base HD - these must still be rolled for determining Base HP.
 
 
 
<span style="color:lime">'''Epic Adventures'''</span> - Every character's Hit-Dice is always maximized.
 
 
 
A character uses the largest effective HP pool they have, so if a Level 0 character in a Heroic Adventure rolls 1d8 and gains 5 HP and becomes a Priest, their HP increases to 8 from the 1st Level's HD being maximized. If they became a Mage, the 4hp they would have is lower and so they stick with 5hp.
 
 
 
===Hit Point Increases===
 
A character gains their Hit-Dice Size per Level or additional HD gained. Characters gain fewer HP after Level 10; +3 if their HD Size is 10 or more, +2 if it is d6 to d8 and +1 if it is d4 or less.
 
 
 
Note, a character CANNOT decrease in HP from Leveling or taking a Class. If a 0th Level character takes a class with lower Hit Dice Size and this replaces their HD, their HP will not go down. Instead, they use their initial HP gained from Hit Dice. As such, a Level 1 Wizard with -1 Toughness does not have a maximum of 3 HP but a maximum of 7 (1d8-1). At Level 2, they would normally have 6, but in this case their HP remains the same. Only at Level 3, where their HP would equal 3d4-3, do they increase in HP to 9 (12 -3).
 
 
 
===Temporary HP===
 
A character may gain Temporary HP from various sources - usually magic. When a character receives damage, Temporary HP is lost before reducing Current HP.
 
 
 
Temporary HP remains until it is lost by damage or until it's duration has expired. If no duration is listed, Temporary HP lasts for 24 hours. Once the duration has expired, 1 point of Temporary HP is converted into Current HP per round. Temporary HP is also converted into Current HP at a rate of 1 point per 10 minutes of rest, regardless of duration.
 
 
 
If a character cannot increase their Current HP with Temporary HP as it has reached Maximum HP and Temporary HP's duration has expired, then 1 point of Temporary HP is lost per round.
 
 
 
 
 
==HP 0==
 
When a character reaches 0 HP, they gain the [[Critical (Status)|Critical]] condition - in this state, all HP damage is also dealt to VP. As Insidious Damage does HP and VP damage, this means that it effectively does double damage. This condition is removed when the character's HP is above 0.
 
 
 
<span style="color:red">'''Traditional Adventures'''</span> - Character is [[Death (Status)#Dead|Dead]] at 0 HP, unless something prevents death or some effect has [[Death (Status)#Destroyed|Destroyed]] them or caused them to be simply [[Death (Status)#Gone|Gone]].
 
 
 
<span style="color:yellow">'''Heroic Adventures'''</span> - No change.
 
 
 
<span style="color:lime">'''Epic Adventures'''</span> - No change.
 
 
 
===Negative HP===
 
HP can be reduced ''below'' 0 but the only effect this has is to make it harder to remove the [[Critical (Status)|Critical]] condition from the character. For example, a character who is dropped to HP -10 has presumably lost 10 VP and must heal 11 HP (enough to take them up to 1 HP) before they can act normally again.
 

Latest revision as of 04:47, 29 July 2018

HP

HP stands for Hit Points or Health Points. This represents how much damage the character can take and thus how close they are to suffering lasting damage. When damage has reduced a character's HP to 0, the character is vulnerable and may not even be able to remain standing.

Current HP, Maximum HP, Temporary HP and HP Level are listed. When HP is generally referred to, assume it means Current HP.

Current HP

Current HP refers to how much of a character's HP is currently remaining - how far they are from collapse and, most likely, from death.

Whenever a character takes damage, their Current HP is lowered by the amount of damage taken, after Temporary HP is exhausted. If already 0, damage is also dealt to VP.

A character's HP cannot be raised above their Maximum HP. If something specifically describes itself as giving a character Temporary HP, it restores Current HP first and then increases Temporary HP.

Current HP is regained by various means of recovery - Healing, Resting, Regeneration, magical spells and from converting Temporary HP into Current HP.

Maximum HP

Maximum HP refers to the total permanent HP received from all sources. It does not include temporary HP.

Temporary HP

A character may gain Temporary HP from various sources - usually magic.

When a character receives damage, Temporary HP is reduced by the damage before applying any remaining damage to Current HP. If a character gains Temporary HP whilst their Current HP is below Maximum, increase Current HP by the Temporary HP instead - any remaining is then added to Temporary HP.

Temporary HP remains until it is lost by damage or until it's duration has expired. If no duration is listed, Temporary HP lasts for 24 hours. Once the duration has expired, 1 point of Temporary HP is converted into Current HP per round. Temporary HP is also converted into Current HP at a rate of 1 point per 10 minutes of rest, regardless of duration.

If a character cannot increase their Current HP with Temporary HP as it has reached Maximum HP and Temporary HP's duration has expired, then 1 point of Temporary HP is lost per round.

HP Level

The character's HP level is equal to their Maximum HP divided by the total number of HD and Levels they possess. Ignore Levels above 10 for the purpose of determining HP Level. This is important for certain conditions - particularly Energy Drain.

Determining HP

A character begins with a number of HP dependent on their Hit-Dice, Levels, Toughness and the Adventure Style. Consult the Hit-Dice page to determine how Hit-Dice and Levels interact.

A character rolls HP for each HD they possess, though Levels above 10 do not grant additional HD. Whenever a character is called upon to roll Hitpoints, they roll a dice of the appropriate Hit-Dice Size.

If the dice roll is less than the character's Minimum HP from Constitution, consider it to be equal to the Minimum HP value. Following this, modify the HP received by Toughness, to a minimum of 1 HP, for all Base HD and for up to 10 levels of classes. Any bonuses received from Base HD are also applied at this point.

Once HP gain has been determined, add this to the character's Maximum HP.

A character can never lose HP for levelling up - they always gain a minimum of 1 HP.

Traditional Adventures - The highest bonus a character who does not have Warrior Levels can receive to their Hit-Dice is +2 from Toughness unless they have 1 +3 or more HD.

Heroic Adventures - Every character's first Level's HD is maximized. Minimum HP is doubled. No effect on Base HD - these must still be rolled for determining Base HP.

Epic Adventures - Every character's Hit-Dice is always maximized.

Base HP

A character with 1+2 or less HD may either use their Base HD or Class Level to determine HP, rolling both and taking the best result (in a Traditional game) or taking the maximised die roll. A Human Wizard, thus, would choose between 4 HP or 8 HP. Characters with HD of 1+3 or greater, meanwhile, use both. In either case, it is modified by Toughness.

HP Gain Above Level 10

A character gains their Hit-Dice Size per Level or additional HD gained. Characters gain fewer HP after Level 10; +3 if their HD Size is 10 or more, +2 if it is d6 to d8 and +1 if it is d4 or less.

Multiclass HP

In terms of HP, they divide each class's HP gain by the number of classes they posses and gain HP for each HD as appropriate. A Fighter 5/Thief 6, for instance, has 5d10/2 and 6d6/2 HP from class, combined. Note, any modifiers applied to a Hit-Dice (such as Toughness) are applied before the division occurs. Fractional HP can be saved for evening out when level increases.

Dualclass HP

In terms of HP, a Dualclass character only gains HP for their Dual-Classing once exceed the Dual-Class Threshold. A character that leveled as a Fighter for 3 levels who dualclassed into Cleric would keep their HP from before becoming a Cleric, but after reaching Level 4 in Cleric, they would begin to add HP from Cleric. They may only gain 10 HD worth of HP from all their class levels combined, however, using the largest dice to determine HP. For example, the character described above would have 3d10 HP from Class levels when they begin dualclassing. Upon hitting level 4, they may add 1d8 HP from Cleric.

HP 0

When a character reaches 0 HP, they are in Critical Condition. In this state, all HP damage is also dealt to VP. As Insidious Damage does HP and VP damage, this means that it effectively deals double damage to VP.

Critical Condition is removed when the character's HP is above 0.

Traditional Adventures - Character is Dead at 0 HP, unless something prevents death or some effect has Destroyed them or caused them to be simply Gone.

Heroic Adventures - No change.

Epic Adventures - No change.

Negative HP

HP can be reduced below 0 but the only effect this has is to make it harder to remove the Critical Condition from the character. For example, a character who is dropped to HP -10 has presumably lost 10 VP and must heal 11 HP (enough to take them up to 1 HP) before they can act normally again and may mean they have to recover longer.

HP Examples

Traditional Adventures - A Level 12 Dwarven Fighter with a Constitution of 19 receives a +5 bonus from Toughness and has a hit-dice size of d10, granting them +3 HP per level after 10. They thus receive 10d10 from Fighter Levels and +50 from Toughness (capping at Level 10) but, after this point, only receive +6 from Levels. Their HP rolls (4 + 4 + 6 + 2 + 9 + 7 + 3 + 2 + 7 + 10) give them 54 before modifiers, 110 HP after modifiers.

Heroic Adventures - A Fighter 5/Thief 6 Ogre with a Constitution of 17 receives a Base HD of 4+1 and a +3 bonus from Toughness. Their Hit-Dice Size is d8 for Ogre, d10 for Fighter and d6 for Thief. They thus receive 4d8+1 from Ogre, (4d10+10)/2 for Fighter and (5d6+6)/2 for Thief and +7.5 HP from Toughness for Fighter and +9 HP from Toughness from Thief. Their HP rolls are (6 + 5 + 2* + 6 + 2*) are 21 for Base HD, (6 + 10 + 9 + 10 + 10) 45/2 for Fighter and (2* + 4 + 2 + 6 + 2 + 6) = 22/2 from Thief. This gives us 19 + 22.5 + 11 + 7.5 + 9HP. This gives us a total of 71 HP after modifiers.

*These HP rolls were 1 but Constitution's Minimum HP value set them to 2.

Epic Adventures - A Fighter 3 -> Cleric 4 Yuan-ti Abomination with a Constitution of 14 receives a Base HD of 9 and no bonus from Toughness. Their Hit-Dice Size is d8 for Yuan-Ti Abomination, d10 for Fighter and d8 for Cleric. They thus receive 72 HP from Yuan-Ti Abomination, 30 HP from Fighter and, having dualclassed into Cleric and only passed the Dualclass Threshold for 1 level, they receive an additional 8hp from Cleric. This gives them a total HP of 110 HP.