Dungeons and Dragons: Basics of Hit Points and Recovery

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  • Опубликовано: 30 июн 2024
  • The basics of Hit Points and Recovery in the Dungeons and Dragons RPG from Wizards!
    Hello! We're back with another D&D video -- Basics of Hit Points and Recovery: • Dungeons and Dragons: ...
    In our previous video, we discussed a character's main means of defending themselves -- armor class and saving throws. And in part 6 of our Basics of Combat series, we explore the consequences of combat... health and healing! In this video we discuss what hit points represent, how to calculate hit points, resting, temporary hit points, and more!
    In Part 7 of this series, we will explore the ultimate fate of combat -- death.
    WANT TO SKIP AHEAD?
    00:00 Introduction
    00:23 Hit Points
    03:34 Healing, Long Rest and Short Rest, Sleeping in Armor
    08:03 Temporary Hit Points
    10:26 TL;DR Version
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Комментарии • 16

  • @HowItsPlayed
    @HowItsPlayed  4 года назад

    See here for more great D&D videos: ruclips.net/p/PLYCDCUfG0xJb7_kQ-36QCzhKg1eUvr0zL
    Want to help support the channel?
    Get you name listed at the end of my videos by joining my Patreon :
    ▶️ www.patreon.com/HowItsPlayed/
    Thank me with a cup of coffee!
    ▶️ ko-fi.com/HowItsPlayed

  • @Jennifer-vv5qv
    @Jennifer-vv5qv 3 года назад +8

    Finally, someone who explains hit points correctly!

  • @matthaeusprime6343
    @matthaeusprime6343 3 года назад +6

    I've been playing D&D regularly since the end of 2017, after being away from the game since 2005. I will totally admit, I never realized that hp were the avoidance if lethal injury and not actual injury. Rest time makes so much more sense now. Great video very informative.

  • @trishamonteleon7238
    @trishamonteleon7238 Год назад

    YES! I arrived at this very idea and system a few years ago. It makes very good sense to think of HP this way. In my version after hit points are reduced to zero, you have lost the ability to adequately defend yourself from harm. All that remains are your Life Points. These are comprised of all your ability scores added together and then divided by the number of different score categories. Once a character reaches zero HP they are unable to defend themselves from receiving permanent and potentially fatal damage. Damage to Life Points could lead to reduced ability scores, such as lowered intelligence from head injuries, or reduced charisma score because of massive scars. Damage to Life Points could be spread among a characters ability scores, affecting all of them. Or it could only affect a single ability score. It could lower a dexterity score because of suffering a near crippling injury. Shoulder or arm injuries could reduce a characters strength ability. Any damage to Life Points are permanent and cannot be gained back once they are lost. Only a Wish, or something rising to that level- such as Divine intervention- can restore a characters Life Points, returning them to normal. Players nearing zero HP must decide to continue combat and risk permanent damage, or disengage, flee, or surrender.
    “Goran winced in pain with every step he took. But there was nothing he could do about it. His right leg had been badly broken years ago during his adventuring days. The bones were so badly damaged that they could not be set properly, and they did not heal as they should have, even with a potion. Because of it he was forced to retire from adventuring. He used a crutch but it was little help and did nothing to alleviate the pain. Every day he lamented to himself about his life changing decision to fight the Ogre far longer than he should have. He wished that he had made a better choice and disengaged the monster instead of bravely standing his ground until the brute rag-dolled him against a tree, and then a boulder, and then the tree again, until finally flinging him away, discarding his limp body like a soiled blanket.”

  • @DarkDekieon
    @DarkDekieon 3 года назад +6

    Might I add a suggestion. When making your videos, can you please provide the source for the rules and page number. I just spend 30 minutes looking through my PHB for the resting in armor rule with no luck. Then I search the internet and found that, that rule is an optional rule found in Xanthar’s Guide to Everything which I don't own.
    Other than that minor detail, this was a very informative video, thank you.

    • @HowItsPlayed
      @HowItsPlayed  3 года назад

      I do try to do that, although I'm sure I miss a reference here and there. I'm not sure which rule you're referring to, but for example, when discussing the rules for sleeping in armor (6:22) I have "Xan 77" noted in the bottom-left corner. This is a reference to Xanthar's Guide to Everything page 77.

    • @DarkDekieon
      @DarkDekieon 3 года назад +2

      @@HowItsPlayed Yes that is what I was referring to. I didn't know that Xan 77 was a reference to anything. I am new, trying to learn the rules of 5th edition, and so for me, Xanthar's Guide to Everything page 77 would have meant a lot more, since I didn't even know about that book until I searched the internet trying to find the rule.

  • @Shad_Rach
    @Shad_Rach 3 года назад +2

    "Hit points represent a combination of physical and mental durability, the will to live, and luck." - from PHB 196
    The way I interpret this text is that hit points are how many blows your body can take to non-vital parts and how well your mind can manage pain and spell influence. Did they retcon it into just luck in an errata or something?

  • @michaelvaughn7137
    @michaelvaughn7137 Год назад

    This is a system I developed in 1987 , it's based of of size race constitution and more importantly keeping the game interesting as ones character increases in levels . First a race needs to be determined for a character this will put the hit points in a size range small medium large there is also extra large but that's more for creatures than characters .
    Small being 0-3' Medium 3'- 8' Large 8'-18' and ExLarge 18'+
    Hit points being based off of a 1d12 per ft with -1hp per dice for S. a +1hp per dice L. and a +2hp per dice for ExL. M. receives no penalty or bonus.
    Racial Adjustment
    Human no adjustment, Halfling a -1per hp dice , Half Elf -1-2per hp dice , Elf -1-3per hp dice , Gnomes no adjustment this is based off of their hardiness off setting their small stature this brings us to Dwarves +1-6per hp dice and half orcs +1-2per hp dice adjustment . Now one will say well this is fine and dandy for characters but what about creatures will this is where your experience and skills of a DM comes into play , there's a reason people are joining you for a game they trust your expertise and honesty to make appropriate calls on adjustments in figuring HP's and damage for example a battalion of archers that's a 1000 men raining a 1000 arrows down on a dragon isn't going to do anything even though one arrow could kill a human . So don't be lazy this system will give your game a much more realistic feel so take the time to figure HP's for creatures at first this will be time consuming but once your used to it it will be more like second nature a quick judgement on size and hardiness of the creature and boom you'll know an appropriate number.
    So in figuring a S. character 1d6+or-, M no more than 1d8+or-, L no more than 1d10+or-, ExL no more than 2d20+or- such creatures as dragons
    HP Adjustment for Strength
    3-7 strength -1hp per point below an 8
    8-14 strength no adjustment
    15-18/50 +1 HP per point over 14 no additional until a score of 18/51 - 18/99 an additional+1 and a score of 18/00 +2
    HP Adjustment for Constitution
    3-7 -1per point under a score of 8
    8-14 no adjustment
    15-18 +2 HP per point over the score of 14 .
    HP Adjustment Based off of Sex
    Males none females - 1d6 but +1d6 for Charisma .
    Now what makes this so different and challenging is that first your players actually have the ability to make it past 1st level because they start off with substantial HP's secondly it's based of of something that actually makes sense in the game and finally once a character hits 6th level he/she better be using their witt's because your HP's don't adjust. Less the DM has adjusted them permanently for some reason. So there ain't no having 13th level fighter having a 130+ HP's !
    Submitted for your consideration please let me know your thoughts I would love a critique. Speaking of a critique I obviously jumped the gun with your system ! Yes it's important to keep the game moving and again this is where the DM's expertise comes into play I whole heartily agree with the none important creatures the ones there as filler , to push the campaign in a certain direction and such .

  • @ralegade7710
    @ralegade7710 4 года назад +1

    My dm allowed me to stack my temp hp for my way of the long death monk. It was nice when the party got attacked by a mobbing village. The villagers had very little hp and ac, so I could pretty much one shot any of them. I went from dying to having full health thanks to this shang tsung like technique. If we were out in the wilderness, he'd also let me kill small animals with my bare hands so I could absorb their souls as well to sustain myself. Helped quite a lot considering my low constitution. I found it generous because there were a lot of players in my campaign and it wasn't always guaranteed that I'd be the one to deliver a killing blow.

  • @Gyup523
    @Gyup523 3 года назад +1

    I'm still stuck on how hit dice work in DND ,I dmed my first session 2days ago and I didn't understand

  • @vibineli1369
    @vibineli1369 3 года назад +1

    so u add the 1d12+c modifier +what you already had?

  • @Error-5478
    @Error-5478 4 года назад +2

    Fighter with +18 to con saves and has adv
    "I can stay awake for *weeks*"

  • @rickcharlespersonal
    @rickcharlespersonal 3 года назад +1

    I recently took over DMing for our group (the former DM started schooling for a new career and no longer has time to DM). My problem with the Dungeons & Dragons system is that it is very mathematically technical and a lot of the equations go over my head (I have a math learning deficit). I've read and re-read all of the information I can find on the Hit Points category of monster stat blocks, but to me they are just clumps of numbers that don't mean anything and I need someone to explain them to me in as simple terms as possible. Using the archmage in the Monster Manual as a quick example, this is what I'm seeing: 99 (18d8+18). I know the "d8" refers to an 8-sided die, but how were the "18"d8"+18" calculated? What do those numbers mean? If I was designing a stat block for my own NPC, how would I calculate those numbers? Any help with this would be greatly appreciated. I love the storytelling aspect of Dungeons & Dragons but the system has always been way too technical for someone with a learning deficit like me and I'm a little in over my heard with the learning curve.

    • @HowItsPlayed
      @HowItsPlayed  3 года назад +1

      The first thing to know is 99 is the average of "18d8+18". Most people are okay using the average number for their monster's hit points, and if you are too then you can just ignore the "18d8+18" part. But some people (especially old school DMs) don't think it's "realistic" for every monster of the same type to have exactly the same number of hit points, and therefore do not want to use the average HP provided in the stat block and instead will roll it themselves.
      As for where the "+18" comes from, the Archmage rolls 18 dice for its base hit points, and has a CON modifier of +1. 18x1 = 18, so that is added to the 18d8. If the Archmage had a CON modifier of +2, their hit points would be 18d8+36.
      But, really, if you are okay using the average hit points, then just go with 99 and ignore the "18d8+18" bit entirely.

    • @rickcharlespersonal
      @rickcharlespersonal 3 года назад

      @@HowItsPlayed Ah, that really helps; yeah, I've just been using the average hit points so I won't worry about the math! Thanks so much for taking the time to explain that.