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Effects and conditions stack
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<blockquote data-quote="eamon" data-source="post: 5002225" data-attributes="member: 51942"><p>We also play it that identical conditions don't stack - but you <em>do</em> need to save against each instance; so the effect with the longest duration effectively applies. (The rules say that the effect with the longest duration applies but don't elaborate as to exactly what that means).</p><p></p><p>My motivation is partly consistency with similar but different effects (ie ongoing 5 <em>and slow</em> with ongoing 5 - why would the "and slow" make such a difference?) and for simplicity. In fact, we started playing like this mostly by accident; previously, I'd essentially recapped the whole previous discussion on these boards (which concluded there was a case that ongoing damage required only one save for the reasons hypersmurf is implicitly referring to above), and we tried that. It didn't work; we couldn't keep it straight what stacked with what, and eventually, I just let it slide: getting into rules minutae discussions with an uninterested player on why some effects are merged and others aren't just didn't matter and wasn't productive.</p><p></p><p>I'm not sure what the rules are <em>meant</em> to say. I do know that there's a very simple no-weird-cases consistency in just letting <em>all</em> effects overlap. Some overlapping effects might stack (ongoing damage with slow, or two different types of ongoing damage); some might not (daze with daze) but none of that matters when you save - you save for each effect seperately. We get a <em>lot</em> of effects, as I'm sure others due too, and I'm very happy with not needing to think about that aspect of them any more.</p><p></p><p>Because overlapping identical effects also grant multiple saves; this doesn't lead to much pile-on play: it's still not attractive to "pile on" loads of effects since the duration only slightly increases with each extra application of the power; you're better off affecting another target.</p></blockquote><p></p>
[QUOTE="eamon, post: 5002225, member: 51942"] We also play it that identical conditions don't stack - but you [I]do[/I] need to save against each instance; so the effect with the longest duration effectively applies. (The rules say that the effect with the longest duration applies but don't elaborate as to exactly what that means). My motivation is partly consistency with similar but different effects (ie ongoing 5 [I]and slow[/I] with ongoing 5 - why would the "and slow" make such a difference?) and for simplicity. In fact, we started playing like this mostly by accident; previously, I'd essentially recapped the whole previous discussion on these boards (which concluded there was a case that ongoing damage required only one save for the reasons hypersmurf is implicitly referring to above), and we tried that. It didn't work; we couldn't keep it straight what stacked with what, and eventually, I just let it slide: getting into rules minutae discussions with an uninterested player on why some effects are merged and others aren't just didn't matter and wasn't productive. I'm not sure what the rules are [I]meant[/I] to say. I do know that there's a very simple no-weird-cases consistency in just letting [I]all[/I] effects overlap. Some overlapping effects might stack (ongoing damage with slow, or two different types of ongoing damage); some might not (daze with daze) but none of that matters when you save - you save for each effect seperately. We get a [I]lot[/I] of effects, as I'm sure others due too, and I'm very happy with not needing to think about that aspect of them any more. Because overlapping identical effects also grant multiple saves; this doesn't lead to much pile-on play: it's still not attractive to "pile on" loads of effects since the duration only slightly increases with each extra application of the power; you're better off affecting another target. [/QUOTE]
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