Healing

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Over the course of a battle, you take damage from attacks. Hit points (hp) measure your ability to stay active and focused in the chaos of a battlefield. Life points (lp) represent your physical composition and vitality. Hit points are a representation of your skill, luck, and resolve: anything that keeps you standing. Life points measure your bodily wellbeing. When you create a character, you determine your maximum hit points. From this number, you derive your fatigue and healing surge values. When you take damage, subtract that number from your current hit points. As long as your current hit point total is higher than 0, you can keep on fighting. Damage that would go beyond this amount rolls over into your life points. When you reach 0 life points, you are dead. Powers, abilities, and actions that restore hit points are known as healing. You might regain hit points through rest, heroic resolve, or timely application of modern medical treatment. When you heal, add the number to your current hit points not to exceed your maximum. Very few things restore life points.

Hit Points: Damage first reduces your hit points.

  • Maximum Hit Points: Your class, level, and Constitution score determine your maximum hit points. Your current hit points cannot exceed this number.
  • Fatigue Value: You are fatigued when your current hit points drop to your fatigue value or lower. Your fatigue value is one-half your maximum hit points (rounded down). Certain powers and effects work only against a fatigued enemy or work better (or worse) while fatigued.
  • 0 Hit Points: Damage that would reduce your hit point total below 0 is applied to life points instead. While you have 0 hit points, you are exhausted.
  • Number of Healing Surges: Your class and Constitution modifier determine how many healing surges you can use in a day.
  • Healing Surge Value: When you spend a healing surge, you regain one-quarter of your maximum hit points (rounded down). This number is called your healing surge value. You use it often, so note it on your character sheet.
  • Monsters and NPCs: Are not heroes. They use somewhat different rules for healing and usually do not have healing surges.

Life Points: Further damage reduces your life points.

  • Maximum Life Points: Your level and Constitution score determine your maximum life points. Your current life points cannot exceed this number.
  • Recovering Life Points: Unless a power explicitly says it recovers life points, it doesn't. Recovery requires medical care, suturing wounds, and bonding flesh. Typically this takes place over the course of an extended rest, and with an endurance or heal check.
  • No Temporary Life Points: Nothing can grant temporary life points. If an effect would grant temporary life points, it grants that many temporary hit points instead.
  • 0 Life Points: A creature with 0 life points is dead.

If you take damage to your life points, but then recover hit points, this can let you keep fighting. Critical hits deal damage to life points directly, so watch out!

Healing in Combat

Even in a heated battle, you can heal. You can heal yourself by using your second wind once per encounter [pp], an ally can use the Heal skill [pp] on you, and an ally can use a healing power on you.

When a power heals you, you don't have to take an action to spend a healing surge. Even if you're unconscious, the power uses your healing surge and restores hit points. And some healing powers restore hit points without requiring you to spend a healing surge.

Regeneration

Regeneration is a form of healing that restores a fixed number of hit points every round. Regeneration is independent of healing surges.

Regeneration

  • Heal Each Turn: If you have regeneration and at least 1 hit point, you regain a specified number of hit points at the start of your turn. If your current hit point total is 0 or lower, you do not regain hit points through regeneration.
  • Limited by Maximum Hit Points: Like most forms of healing, regeneration can't cause your current hot points to exceed your maximum hit points.
  • Not Cumulative: If you gain regeneration from more than one source, only the largest amount of regeneration applies.

Temporary Hit Points

A variety of sources can grant you temporary hit points—small reservoirs of endurance that insulate you from harm. Think of them like an additional, one-time armor boost.

Temporary Hit Points

  • Separate from Hit Points: Temporary Hit Points are not connected to another number on your character sheet, and not limited by anything there.
  • Lose Temp Hp First: When you take damage, if you have any temporary hit points, subtract those first, then hp, then lp.
  • Not Cumulative: Temporary Hit Points don't add up. A new source of temporary hit points replaces the old one if it is greater.
  • End of Battle: When you take a rest, you lose your temporary hit points.
  • 0 Hit Points: If you have 0 hit points, you can't gain temporary hit points.