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Description
A suggestion:
Various spells (e.g. Aid or Heroes Feast) increase a players hit point maximum for a period of time.
Rules wise this is distinct from temporary hit points, in that a) they can be healed normally and b) they do cause concentration checks when you take damage to these addition hit points and b) the stack with temporary hit points.
Currently, I've been modelling these as temporary hit points in II, which has worked fine for a while. But if get's complex when you have both. It would be nice if there was a way to add these increases as a temporary affect that just when into the main hit point pool of the character, rather than the separate temp HP pool, and then could be removed later.
I mean, I can go through each character and edit their max HP, and then remember to remove them after, but that's not fun.