Ancalagon
Dusty Dragon
I've noticed that 5.5 has a LOT of temp hp sources. I've also noticed that a number of "transformation" powers now work with temp hp. Druid wildshape and polymorph are two such examples.
So in 5.0, say you have a moon druid wrecking stuff as some kind of big beast, or you're the rogue with almost no HP left the wizard just polymorphed into a giant ape for a fight. Say you have a good source of temp HP - say an artificer with the healbot turret. Every round, you (and say a fighter fellow PC) get temp HP allowing you to last longer in the fight.
In 5.5... now you already have temp HP, and temp hp doesn't stack. So you can't benefit from temp HP, either from a continuous source during the fight (at least not during the first few rounds), or from a "pre-fight" source (like say inspiring leader).
I also think that the increased ways to generate temp HP is a sort of a nerf to all of these spells/abilities since they don't stack. So if you have a cleric that has the inspiring leader feat, and a world tree barbarian. If a fight starts and everyone has temp hp from the cleric... vitality surge is probably not good for you. And on subsequent rounds it can get awkward. Say it's round 2 and no one got hit in round 1 (it happens!), your life giving force probably won't do much. Or it can also create odd choices. Say you're a wizard, you got dinged and have 4 temp hp left from the cleric. Do you take the 10 temp hp from the barbarian that will only last the fight, or do you keep the 4 temp hp and hope you won't get hit?
It is too soon for me to affirm that this will be a problem. With a year or 2 of play it will become obvious. But it's something to keep an eye on... What I can say however with a fair amount of certainty is that in 5.5, "temp hp giver" is now a minor role, and it's one to keep an eye on. Not only because having temp hp is very nice, but also because it's a role that really doesn't "stack" very well.
So in 5.0, say you have a moon druid wrecking stuff as some kind of big beast, or you're the rogue with almost no HP left the wizard just polymorphed into a giant ape for a fight. Say you have a good source of temp HP - say an artificer with the healbot turret. Every round, you (and say a fighter fellow PC) get temp HP allowing you to last longer in the fight.
In 5.5... now you already have temp HP, and temp hp doesn't stack. So you can't benefit from temp HP, either from a continuous source during the fight (at least not during the first few rounds), or from a "pre-fight" source (like say inspiring leader).
I also think that the increased ways to generate temp HP is a sort of a nerf to all of these spells/abilities since they don't stack. So if you have a cleric that has the inspiring leader feat, and a world tree barbarian. If a fight starts and everyone has temp hp from the cleric... vitality surge is probably not good for you. And on subsequent rounds it can get awkward. Say it's round 2 and no one got hit in round 1 (it happens!), your life giving force probably won't do much. Or it can also create odd choices. Say you're a wizard, you got dinged and have 4 temp hp left from the cleric. Do you take the 10 temp hp from the barbarian that will only last the fight, or do you keep the 4 temp hp and hope you won't get hit?
It is too soon for me to affirm that this will be a problem. With a year or 2 of play it will become obvious. But it's something to keep an eye on... What I can say however with a fair amount of certainty is that in 5.5, "temp hp giver" is now a minor role, and it's one to keep an eye on. Not only because having temp hp is very nice, but also because it's a role that really doesn't "stack" very well.