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How Does Temporary Hit Points Stack?
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<blockquote data-quote="ARandomGod" data-source="post: 1912439" data-attributes="member: 17296"><p>As I understand it, temporary hit points from the same source do not stack. Two seperate castings of the same spell are considered different sources, and therefore do stack.</p><p></p><p>Plus, let's face it, this is easier.</p><p></p><p>As for something like false life being really uber... well, I thought that originally too... but look at the power level of relative cure spells. False life is a level two spell... therefore we'd have to compare it to the level two divine cure. False life will do d10+10 (after level ten) and the cure spell will do 2d8+10). </p><p>So, false life = 11-20 HP's (ave 15.5) Divine healing = 13-26 HP (Ave 19.5)</p><p></p><p>Divine healing is better.</p><p>Now, there are of course differences. Divine healing is permanent...</p><p>False life will only be "permanent" iff you're damaged while it's up.</p><p></p><p>False life is better for one battle a day... divine healing is better forever. </p><p>False life is better before battle, lesser effective during, and near useless after.</p><p></p><p>Divine healing is useless before that one battle. Variable up to full effective during, and best after battle.</p><p></p><p>I wouldn't say that it's overpowered at all. In spite of the obvious ability to walk into battle with ... say 93 extra HP's (assuming you use six level two spells, at average effectiveness).</p></blockquote><p></p>
[QUOTE="ARandomGod, post: 1912439, member: 17296"] As I understand it, temporary hit points from the same source do not stack. Two seperate castings of the same spell are considered different sources, and therefore do stack. Plus, let's face it, this is easier. As for something like false life being really uber... well, I thought that originally too... but look at the power level of relative cure spells. False life is a level two spell... therefore we'd have to compare it to the level two divine cure. False life will do d10+10 (after level ten) and the cure spell will do 2d8+10). So, false life = 11-20 HP's (ave 15.5) Divine healing = 13-26 HP (Ave 19.5) Divine healing is better. Now, there are of course differences. Divine healing is permanent... False life will only be "permanent" iff you're damaged while it's up. False life is better for one battle a day... divine healing is better forever. False life is better before battle, lesser effective during, and near useless after. Divine healing is useless before that one battle. Variable up to full effective during, and best after battle. I wouldn't say that it's overpowered at all. In spite of the obvious ability to walk into battle with ... say 93 extra HP's (assuming you use six level two spells, at average effectiveness). [/QUOTE]
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How Does Temporary Hit Points Stack?
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