A Foundry VTT module that shows narrative health descriptors when players hover over enemy tokens, inspired by classic CRPGs like Baldur's Gate, Planescape: Torment, and Icewind Dale.
Instead of seeing exact HP numbers, players see colored tooltips displaying states like "Injured" or "Near Death" when hovering over enemies.
- Token Hover Tooltips: Colored health states appear when hovering over enemy tokens
- Narrative Feedback: Descriptive conditions instead of numbers
- Player-Focused: Hides exact HP from players while GMs retain full visibility
- Classic Immersion: Faithful recreation of classic CRPG health feedback
- Beautiful Presentation: Color-coded tooltips with smooth animations on black backgrounds
- System-Agnostic: Works with D&D 5e and other Foundry systems
- Zero Configuration: Works out of the box after installation
Hover over any token to see narrative health states
What players see:
- Colored tooltip with descriptive text only
- "Injured", "Near Death", etc.
- No exact HP numbers
GMs see both narrative state and exact HP
What GMs see:
- Same colored tooltip
- Health state + exact HP: "Injured (12/25)"
- Works on all tokens (PCs, NPCs, enemies)
The module uses the classic Baldur's Gate health descriptors:
| State | HP Range | Color |
|---|---|---|
| Unhurt | 95-100% | Green |
| Barely Injured | 75-94% | Light Green |
| Injured | 50-74% | Orange |
| Badly Injured | 25-49% | Dark Orange |
| Near Death | 1-24% | Red (pulsing) |
| Dead | 0% | Gray |
These thresholds match the classic feedback from Baldur's Gate and other Infinity Engine games.
- In Foundry VTT, go to Add-on Modules
- Click Install Module
- Paste this manifest URL:
https://raw.githubusercontent.com/NylasDev/narrative-health-states-by-nylasdev/main/module.json
- Click Install
- In Foundry VTT, go to Add-on Modules
- Search for "Narrative Health States"
- Click Install
- Download the latest release
- Extract to your Foundry
Data/modules/folder - Restart Foundry VTT
- Enable the module in your world
- Enable the module in your world settings
- Reload Foundry VTT
- Hover over an enemy token as a player
- A colored tooltip appears showing the health state
- Colored tooltip above enemy tokens on hover
- Text like "Injured" or "Near Death" on a black background
- Color-coded for quick threat assessment
- "Near Death" state pulses for dramatic effect
- Full numeric HP (unchanged)
- All normal HP controls and inputs
- Complete system functionality
This module follows the design philosophy of classic CRPGs:
*"Show danger through narrative, not calculation"
By hiding precise numbers, players:
- Make risk assessments based on feel, not math
- Experience tension and uncertainty
- Stay immersed in the narrative
- Rely on in-character knowledge
This was a core design pillar of Baldur's Gate, Icewind Dale, and Planescape: Torment.
- Foundry VTT: v11, v12, v13 (tested on v13)
- Game Systems: D&D 5e (primary), others with standard HP structure
- Conflicts: None known (does not modify core data)
- Non-invasive: Does not modify actor HP data
- Token hover based: Uses Foundry's
hoverTokenhook - Permission-aware: Respects Foundry's actor permissions
- Safe: GM view remains completely unchanged
- Visual tooltips: Dynamically positioned above tokens
The module uses a clean approach:
- Hooks into
hoverTokenevent - Calculates HP ratio from
actor.system.attributes.hp - Shows positioned tooltip for non-GM users hovering over non-owned actors
- Hides tooltip on pan or when hover ends
- Preserves all underlying HP mechanics
Contributions, issues, and feature requests are welcome!
- Fork the repository
- Create your feature branch (
git checkout -b feature/AmazingFeature) - Commit your changes (
git commit -m 'Add some AmazingFeature') - Push to the branch (
git push origin feature/AmazingFeature) - Open a Pull Request
- Core health state system
- Token HUD integration
- Localization support (EN, RO, DE, FR)
- Module settings UI for customization
- Configurable thresholds
- Alternative descriptor sets (sci-fi, modern, etc.)
- Sound effects on state changes
- GM notification when PC reaches "Near Death"
Inspired by the health feedback system from:
- Baldur's Gate (1998, BioWare)
- Baldur's Gate II: Shadows of Amn (2000)
- Icewind Dale (2000, Black Isle)
- Planescape: Torment (1999, Black Isle)
All powered by the legendary Infinity Engine.
This project is licensed under the MIT License - see the LICENSE file for details.
NylasDev
- GitHub: @NylasDev
- Foundry: nylasdev
- BioWare and Black Isle Studios for the original Infinity Engine games
- The Foundry VTT community for excellent documentation
- All playtesters and contributors


