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Both can it be done, and should it be done?

TalMeta

Well-known member
One of the classes I am working on has a class ability described as a "delayed damage pool". This pool grows in size every 5 levels, and is intended to "collect" damage for the purpose of granting the character a bonus based on the damage they have received. (at the end of a turn, the collective damage is applied to the character).

Is it possible to create such a pool on the "In play" tab, have it collect the damage applied to the character, (up to the defined limit of the pool, overflow going to the character's hit points) then dump the pool to the character's hit points at the end of the round?

More importantly, should i bother? My original intent was to just allow the character's player to keep track on a piece of paper, but if it's doable, I'm willing to give it a shot.

(it does strike me as a lot of work; I've never added anything to the interface itself (and don't know if it can be done), and the wrangling of providing 1/5 of the delayed damage in the pool as a bonus to hit...)
 
Just add something to HL to let them store the amount of damage currently stored - they'll have to manually apply that as damage.
 
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