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How Does Temporary Hit Points Stack?
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<blockquote data-quote="nhl_1997" data-source="post: 1911080" data-attributes="member: 22380"><p>I do not think that the rules state anywhere (explicitly or implicitly through other similar situations) that....</p><p></p><p>If effect A provides 5 temp hps,</p><p>effect B provides 10 temp hps,</p><p>and the subject takes 7 damage,</p><p>that effect A is now providing 5 temp hps,</p><p>and effect B is now providing 3 temp hps.</p><p></p><p>Although that is a perfectly reasonable, it is an assumption you are making. Without that assumption, one could say that the temp hps granted by effect A are now gone and effect B is now granting 8 temp hps. The point is that if multiple sources of temporary hit points are allowed, then there must be some method to determine in what order those temp hps are removed when the subject takes damage.</p><p></p><p></p><p>Just trying to make sure I'm correctly understanding the priority order you laid out earlier. If it's easy enough, maybe I'll allow multiple temp hp sources should that situation ever arise.</p><p></p><p>1) First, apply damage to whichever effect presently grants the most temp hps</p><p>2) If tied, then apply damage to whichever effect is the highest spell level</p><p>3) If still tied, determine randomly?</p><p></p><p>Example:</p><p>a) false life providing 15 temp hps</p><p>b) greater heroism providing 15 temp hps</p><p>c) 10 damage</p><p>False life now provides 15 and greater heroism now provides 5.</p><p>d) 5 damage</p><p>False life now provides 10 and greater heroism now provides 5.</p><p></p><p>Next, that character is in an area (or targeted) greater dispel magic</p><p>e) dispel check against greater heroism fails</p><p>f) dispel check against false life succeeds ending that spell.</p><p>Greater heroism is still providing 5 temporary hit points.</p><p></p><p></p><p>Seems a little complicated, but only slightly more complicated than dispel magic in the first place. I'm just a bit hesitant to make it necessary to keep track of exactly how many temporary hps each effect is granting at each moment.</p></blockquote><p></p>
[QUOTE="nhl_1997, post: 1911080, member: 22380"] I do not think that the rules state anywhere (explicitly or implicitly through other similar situations) that.... If effect A provides 5 temp hps, effect B provides 10 temp hps, and the subject takes 7 damage, that effect A is now providing 5 temp hps, and effect B is now providing 3 temp hps. Although that is a perfectly reasonable, it is an assumption you are making. Without that assumption, one could say that the temp hps granted by effect A are now gone and effect B is now granting 8 temp hps. The point is that if multiple sources of temporary hit points are allowed, then there must be some method to determine in what order those temp hps are removed when the subject takes damage. Just trying to make sure I'm correctly understanding the priority order you laid out earlier. If it's easy enough, maybe I'll allow multiple temp hp sources should that situation ever arise. 1) First, apply damage to whichever effect presently grants the most temp hps 2) If tied, then apply damage to whichever effect is the highest spell level 3) If still tied, determine randomly? Example: a) false life providing 15 temp hps b) greater heroism providing 15 temp hps c) 10 damage False life now provides 15 and greater heroism now provides 5. d) 5 damage False life now provides 10 and greater heroism now provides 5. Next, that character is in an area (or targeted) greater dispel magic e) dispel check against greater heroism fails f) dispel check against false life succeeds ending that spell. Greater heroism is still providing 5 temporary hit points. Seems a little complicated, but only slightly more complicated than dispel magic in the first place. I'm just a bit hesitant to make it necessary to keep track of exactly how many temporary hps each effect is granting at each moment. [/QUOTE]
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How Does Temporary Hit Points Stack?
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