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General Tabletop Discussion
*Pathfinder & Starfinder
Bloodied vs. Dying
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<blockquote data-quote="subrosas" data-source="post: 4839779" data-attributes="member: 24241"><p><strong>Fun Facts!</strong></p><p></p><p>(1) its effects occur at the start of each round, and it remains in effect until the end of the round in which the cleric does not maintain it. This means knocking a cleric out has no effect - its effect heals the cleric at the start of their turn, waking them, so that he or she can continue to maintain it</p><p></p><p>(2) its effects occur after ongoing damage is applied. Recently in a mid-paragon level game I was running the cleric had ongoing 20 damage for several rounds (bad luck on the saving throws). But it was basically a wash, as the damage the monsters could bring into play was insufficient to kill the cleric and thus was cleared each round (since healing begins at zero, anything less than a kill was meaningless). This meant that each round the cleric would drop, then immediately pop up and maintain the effect . It was absurd. In fact, ALL the characters were falling down and popping up all over the place!</p><p></p><p>Note that I'm not arguing that it's overpowered or anything. It was just pretty wacky to see in action!</p><p></p><p></p><p></p><p>Spurious logic: there is no exception to the bloodied <= half rule, hence, still bloodied when dead. Nor is any exception given saying dead characters cannot be healed, thus by bringing a dead character's hp over their bloodied total clearly they are returned to a dying state (as dying is explicitly defined as having negative hit points greater than a bloodied total). Which means this power can bring the dead back, right?</p><p></p><p>Bah, I'm probably missing something. Seriously can you show me where in the RAW it says that dead people can't be healed or that dead characters are no longer bloodied?</p></blockquote><p></p>
[QUOTE="subrosas, post: 4839779, member: 24241"] [b]Fun Facts![/b] (1) its effects occur at the start of each round, and it remains in effect until the end of the round in which the cleric does not maintain it. This means knocking a cleric out has no effect - its effect heals the cleric at the start of their turn, waking them, so that he or she can continue to maintain it (2) its effects occur after ongoing damage is applied. Recently in a mid-paragon level game I was running the cleric had ongoing 20 damage for several rounds (bad luck on the saving throws). But it was basically a wash, as the damage the monsters could bring into play was insufficient to kill the cleric and thus was cleared each round (since healing begins at zero, anything less than a kill was meaningless). This meant that each round the cleric would drop, then immediately pop up and maintain the effect . It was absurd. In fact, ALL the characters were falling down and popping up all over the place! Note that I'm not arguing that it's overpowered or anything. It was just pretty wacky to see in action! Spurious logic: there is no exception to the bloodied <= half rule, hence, still bloodied when dead. Nor is any exception given saying dead characters cannot be healed, thus by bringing a dead character's hp over their bloodied total clearly they are returned to a dying state (as dying is explicitly defined as having negative hit points greater than a bloodied total). Which means this power can bring the dead back, right? Bah, I'm probably missing something. Seriously can you show me where in the RAW it says that dead people can't be healed or that dead characters are no longer bloodied? [/QUOTE]
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Bloodied vs. Dying
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