It increases your "hit point maximum," not your current hit points.
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You lose 602 hit points.
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A fighter/thief can use his better hit points and weapons to better effect, even if he has to sacrifice full plate.
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You've got ability scores as good as or better than a dedicated fighter, but you lack the armor class and hit points to back it up.
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You can basically take a 5e monster, reduce it's hit points to 1, and it's xp by about 1/4 to make one.
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I leveled as Disc and I found it perfectly enjoyable and TTK reasonable with the exception of high hit point targets.
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Ditto your hit points.
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At 11th level the fighter now has 70-120 hit points (compared to the wizard's meager 60), plenty of extra feats (so he might also have damage reduction on top of his huge pool of hit points), the ability to self-heal every fight, very high AC, etc.
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How many times is the wizard going to be dropped to zero hit points while the fighter is still cutting and slashing his way through hordes of enemies, attacking up to 4 times per round now at level 11?
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As a rule of thumb, after that point raw HP tends to give you more effective hit points to work with.
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I like the fact you basically now have hit points MUCH better than the simple win/loss on die rolls from before.
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Before that it was always the issue of stats (hit points, damage, speed ...etc) or just plain cheating which turned the AI into a threat.
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Yeah, I am trying out different settings for monster damage and hit points.
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It's obvious the intention is to push people toward using the villains more than the Skylanders (because of their inability to permanently die in each level), but the hit point distribution for the bosses is obscenely inflated, making engagements unnecessarily protracted.
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ehm maybe a little offtopic but... how does the enemy bar have hit points displayed ?
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In addition, any zombies or juju zombies you create using animate dead, create undead, or similar spells possess maximum hit points.
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6 per cl is alot more then 4 and max hits points.
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When the ranger dropped to negative hit points, the rogue finally said "man, I wish we'd never even HEARD of if this dungeon!"
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The sword I was using even had the same hardness/hit points as the token!
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Maybe its just cos I'm British but I love the tea merchant - please take the inspiring leader feat, and have the party gain temp hit points after drinking the tea that you spend 10 minutes brewing.
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My DM tried out a system where he would give each monster half hit-points while having it always deal maximum damage.
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I can't recall which is which tbh but one of them always gets an obscene amount of hit points.
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The only thing is, most of my problems with the healing is getting back full hit points after a full nights rest.
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I would err on the permissive side - as long as you have 1 temporary hit point granted by the spell, you deal the full amount of damage.
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The problem seems to be waiting a day and being full of hit points, despite fighting a dragon and giant and being knocked unconscious the day before.
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If a creature hits you with a melee attack while you have these hit points, the creature takes 5 cold damage.
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from 5e that I thought were comparable to the NPCs as written in the original Adventure Path, and then compared the final result with other similar CR creatures in the 5e Monster Manual, modifying hit points, AC, etc.
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Yeah, berserkers or a proud elite fighting force might go to the last hit point, but most bandits or even trained soldiers are going to see that the PCs have just killed half of their friends and are ready to incinerate them with magical fire and say, "Hey, let's talk this out."
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The ability to instantly move around the battlefield and having tens of millions of hit points and immunity to everything is great, but if you can't affect the enemy in some way or another, you are not a combat participant.
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I'll get back to this post when I think of something novel to replace hit points.
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This is the easiest place to hit point shaving, because it still gives you a chance to pull way ahead and still win.
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Don't worry about its AC, hit points, etc.
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1d4 hit point add, extra spell slot, but double if it gets killed and can't be recast for 1 year.
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Temporary hit points don't stack.
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You could theoretically keep casting it until you have 8 temporary hit points though.
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That always bugged me about the whole concept of hit points.
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You run into a lot of issues if you increase their hit points.
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The basic problem with Fed C and Rock B is that it takes a long time for them to do their work - Fed C has a lackluster boarding party, a flak artillery which is so slow and only has 1 hit point so it may as well not even exist, and no other defenses or supporting weapons.
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Any game that still uses health bars and hit points.
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I'm sorry but HP stands for Hit Point.
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You have then said Hit Point point.
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My SO jokingly asked how many Hit Points and Mana I thought the kid would have.
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The force powers are a great adaptable group just apply restrictions on type of bending (and adjust things like force lightning giving a darkside point) also the Hit point cost incentivizes non-benders as well.
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Not as many hit points as a fighter but more than a mage, can cast some spells but can also where armor.
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Another stat is hit points.
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Instead of attacking his hit points, attack other stats.
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Keep track of "apparent hit points" recovered from the drug, and if you ever believe you're below 0, you are convinced that you're either dead or invincible.
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I guess it depends on how often you get a bunch of enemies low on hit points at the same time.
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You'll be surprised at the lengths some players will go to when they want to keep their PC's hit points intact.
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