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Temporary Hit Points and Stacking
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<blockquote data-quote="Rel" data-source="post: 391556" data-attributes="member: 99"><p>I don't know how relevant this is to the discussion, but the non-stacking of Temp Hit Points came up in the solo campaign I run for my wife's Wizard.</p><p></p><p>The Wiz has a staff that 1/day summons a Lantern Archon for 7 rounds. The LA can cast Aid each round. Although the Temp Hit Points don't stack, multiple castings can be beneficial.</p><p></p><p>Say the Wis is fighting a goblin. On round 1 the LA casts Aid and we roll the Temp HP gained and roll a 2. Goblin misses the Wiz.</p><p></p><p>Round 2 the LA casts Aid again and this time rolls a 5. This replaces the 2 extra HP the Wiz had before. Goblin hits for 4 points damage. Now the Wiz has 1 Temp HP.</p><p></p><p>Round 3 the LA casts Aid again and rolls a 4. The Wiz is back up to 4 Temp HP. Etc.</p><p></p><p>This example isn't likely to come up very often in most games, but if one of the spellcasters gets high enough level to summon a swarm of Lanter Archons, they could keep replacing the Temp Hit Points every round if necessary.</p><p></p><p>Of course, in the example above, the LA should have just burned the little goblin down with his pair of light rays and been done with it. Sometimes a good offense really is the best defense.</p></blockquote><p></p>
[QUOTE="Rel, post: 391556, member: 99"] I don't know how relevant this is to the discussion, but the non-stacking of Temp Hit Points came up in the solo campaign I run for my wife's Wizard. The Wiz has a staff that 1/day summons a Lantern Archon for 7 rounds. The LA can cast Aid each round. Although the Temp Hit Points don't stack, multiple castings can be beneficial. Say the Wis is fighting a goblin. On round 1 the LA casts Aid and we roll the Temp HP gained and roll a 2. Goblin misses the Wiz. Round 2 the LA casts Aid again and this time rolls a 5. This replaces the 2 extra HP the Wiz had before. Goblin hits for 4 points damage. Now the Wiz has 1 Temp HP. Round 3 the LA casts Aid again and rolls a 4. The Wiz is back up to 4 Temp HP. Etc. This example isn't likely to come up very often in most games, but if one of the spellcasters gets high enough level to summon a swarm of Lanter Archons, they could keep replacing the Temp Hit Points every round if necessary. Of course, in the example above, the LA should have just burned the little goblin down with his pair of light rays and been done with it. Sometimes a good offense really is the best defense. [/QUOTE]
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