Particle_Man
Explorer
Kamikaze Midget said:Why do you still die with temporary damage? When the effect 'goes away,' you regain those hit points, so wouldn't you come back to life, woundless, with the perception you were just struck by a deadly blow?
I mean, temporary hp can't bring someone back to life, right? Why should temporary damage be able to kill 'em?
This comes down to how you view "temporary damage" metaphysically. Since I was coming from a base of "partially real" illusion magic (old style), the idea was that the partially real illusions, including temp. damage, were an "overlay" on reality that, while there, had real effects, but could be disbelieved, and "went away" later.
Now, the idea behind illusions was that you could be "scared to death" but there is a way to explain this without using illusions, as far as I see it (and remember, this is a house rule idea only -- there is no official stance to take, and thus no right or wrong on this):
A person who is alive is a creature, and can take damage, including temporary damage. A person who is dead is an object (a corpse, to be specific) and cannot be healed by cure light wounds (which normally makes real damage go away), nor "get better" when temporary damage goes away on its own. The soul has already gone to its great reward/damnation/reincarnation/etc. That is the idea I am going with. Now, I hadn't thought of it, but the above post about the dead victims' wounds disappearing, while the victim remains dead, fits this, as the "temporary damage" would be removed from the (now) object, and the object would be "repaired." (no unsightly burns/holes/cuts/etc.) but the person would still be dead, since the soul was gone. Of course, there are other interpretations, but that is my current take on the idea. [Note: If you want to go another route, the "healed souless body" would make a great undetected undead monster, until it started to rot...

Now if "temp. damage" is related to illusions only, then the dead person's "wounds" would go away immediately, while the dead person remained dead. Why? Because objects always make their saves vs. illusions, and the dead person is now an object. But if "temp. damage" is from a different source than illusion, the temp. damage might stick around for the duration (set by the spell/spell-like ability/effect/etc.)
I too am leaning towards "overlapping" not "stacking" for multiple sources of temp. damage, as it will make bookkeeping a bit easier. Thus a user of temp. damage would likely need a buddy to "finish the job" with real damage on some opponents, but could "spread the joy" by hitting multiple victims with temp. damage. Come to think of it, temp. damage might be great for training exercises/"friendly" duels between spell-users, although accidental death might occasionally occur. (Kind of like the magical equivalent of jousting -- you are not trying to actually kill the other guy, but sometimes accidents happen).
But as for that fun zone between 0 and -10 (exclusive), I have to do some thinking on this. Effectively, if there is bleeding, does the extra hp lost count as temporary damage or real damage (i.e. does it go away if the victim is still alive and the temporary damage effect is no longer in place?). Personally, (and again, to make bookkeeping easier), I would say that if the victim goes to -1 to -9 as a result of temp. damage, then I would have her "out and unconscious" but let her automatically stabilize (I am a softie). [Note: in some campaigns, (and for some monsters in all campaigns) if the bad guys hit 0, they are considered dead/destroyed, in which case this issue would not even arise for (some) bad guy victims, but only for good guy victims]. Now if the victim has (minor) temp. damage, but also has regular damage, and the regular damage would have put her at -1 to -9 all by itself, then she has to roll to stabilize as per usual, since she is not in the negative zone *as a result* of the temp. damage. Of course, if the temp. damage is not minor, it could push the victim all the way to -10, which is death, by my interpretation.