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General Tabletop Discussion
*Pathfinder & Starfinder
Ongoing damage: questions
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<blockquote data-quote="eamon" data-source="post: 4803730" data-attributes="member: 51942"><p>Essentially, yes. The encounter ends when you take a short rest - but that takes five minutes, and you gain no benefits from an interrupted short rest.</p><p> </p><p>There are two types of saves: Ongoing damage (which has special rules) and everything else. The basic rule is that when multiple effects overlap, they last for the longest duration*. Ongoing damage specifically has a rule stating that if you take multiple different amounts of ongoing damage <em>of the same type</em> you're considered to just take the highest amount (so taking ongoing 5 and ongoing 10 is just taking ongoing 10) - so at the end of the turn you make only 1 save but if you save, you save completely (against that type). Effects which do more than merely ongoing damage of a single type need to use the general rule.</p><p></p><p>* there's some discussion as to what the longest duration means. One side says it means until the last save is rolled - i.e. roll each effect's save separately, and the other side see's duration "save ends" as just one duration - i.e. multiple identical effects get just one save but that save ends all effects. When effects aren't identical, you make separate saves, regardless.</p><p></p><p>I'd say the order in which the effects are applied is undefined, and thus best left up to the cleric. If he's aware of the exploding effect, he'd be wise to first push and then deal damage - which is, of course, way cool <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" />. However, since powers always list damage first, it's quite possible that the cleric will just read the effects in the order listed, in which case you'll need to make a judgement call. You could rule that the skeleton explodes at a random point along the push; you could rule that the skeleton explodes at a point along the line proportional to the health remaining (i.e. a barely killed skeleton is pushed far before exploding, a skeleton with just 1 hp remaining explodes right away)...</p><p></p><p>I don't think there's a definite answer possible to this question, but if the cleric knows of the explosion effect, pushing and then damaging is just too cool to forbid (since there's no rule stating which effect has to come first).</p></blockquote><p></p>
[QUOTE="eamon, post: 4803730, member: 51942"] Essentially, yes. The encounter ends when you take a short rest - but that takes five minutes, and you gain no benefits from an interrupted short rest. There are two types of saves: Ongoing damage (which has special rules) and everything else. The basic rule is that when multiple effects overlap, they last for the longest duration*. Ongoing damage specifically has a rule stating that if you take multiple different amounts of ongoing damage [I]of the same type[/I] you're considered to just take the highest amount (so taking ongoing 5 and ongoing 10 is just taking ongoing 10) - so at the end of the turn you make only 1 save but if you save, you save completely (against that type). Effects which do more than merely ongoing damage of a single type need to use the general rule. * there's some discussion as to what the longest duration means. One side says it means until the last save is rolled - i.e. roll each effect's save separately, and the other side see's duration "save ends" as just one duration - i.e. multiple identical effects get just one save but that save ends all effects. When effects aren't identical, you make separate saves, regardless. I'd say the order in which the effects are applied is undefined, and thus best left up to the cleric. If he's aware of the exploding effect, he'd be wise to first push and then deal damage - which is, of course, way cool ;). However, since powers always list damage first, it's quite possible that the cleric will just read the effects in the order listed, in which case you'll need to make a judgement call. You could rule that the skeleton explodes at a random point along the push; you could rule that the skeleton explodes at a point along the line proportional to the health remaining (i.e. a barely killed skeleton is pushed far before exploding, a skeleton with just 1 hp remaining explodes right away)... I don't think there's a definite answer possible to this question, but if the cleric knows of the explosion effect, pushing and then damaging is just too cool to forbid (since there's no rule stating which effect has to come first). [/QUOTE]
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