Thanee said:And you do not see a cumulative effect there, if you use them up one after the other?
Well, I do.
Of course, it's a little different, than regular stacking of spell effects, since these are "used up". Normally you just have two effects, one is greater and used, but they are not used up. The main effect of the temporary hit points is being used up and when you use them all up successively, you have had a cumulative effect, and therefore stacking.
Thanee said:As above, I see it similar to Resist Energy / Protection from Energy. These effects do not stack as well (they overlap) and any damage is applied to every single one, but only the highest actually protects, still they all get lessened by the damage (where applicable). If you have a 20 point resistance and a 10 point protection left, when you get 10 points of damage, the protection is gone, altho it wasn't the highest at that point.
KarinsDad said:Like the multiple concealment bonuses, you don't get to make more than one concealment roll because you would be doing it twice at the same time.
Caliban said:If both spells are in effect simultaneously, why wouldn't both sets of temporary hit points be depleted whenever you take damage? Both sets of hit points are there at the same time.
Caliban said:What KD is proposing is a nightmare of bookkeeping and is NOT the way the rules work.
Caliban said:I think he is ignoring the established rules for stacking and overlapping (with the vary energy resistance spells being the prime example of those rules) and applying other rules in a way that was not intended.
dcollins said:Although the FAQ does say that you do get multiple "miss chance" rolls if you have both blink and invisibility up at the same time (3rd Ed. FAQ, p. 51).
KarinsDad said:The problem is that this is not how stacking is defined in the game (or even in the FAQ when talking about stacking temporary hit points).
Except that Resist Energy and Protection from Energy EXPLICTLY state how they work with relationship to each other.
Temporary hit points do not, so we are forced by default to use the standard Combining Magical Effect rules as found on page 171 and 172 of the PHB. We have no choice. We cannot invent NEW rules and call them RAW.
Thanee said:Okay, reading through those options (none mentions temporary hit points or anything remotely similar), I go with the closest example in the rule... Energy Resistance! So they are both used up when I take damage.
Thanee said:Or, I use the "One Effect Makes Another Irrelevant" part, since once I get new temporary hit points, my old are replaced, since they are not meant to stack and therefore should not be used successively (since that is what stacking of hit points is about primarily), therefore they are rendered irrelevant.
Could work like this:
I have only one "memory" for my character to remember temporary hit points. No more.
Once an effect gives me temporary hit points, they are moved into my "memory", the effect of the spell on my temporary hit points is then resolved and that spell is irrelevant for them from that point on.
When I cast Aid, the 5 temporary hit points are moved into my "memory" for temporary hit points. The spell is still there, of course. When I cast Vigor, the 10 temporary hit points take over (because they are higher), now I have 10, the 5 are gone. Once the 10 are used up, while both spells still operate and take whatever effect they do otherwise, my temporary hit points are gone. They are not written into my "memory" once again. Temporary hit points are a depleteable resource, not a bonus or effect as normal when stacking spells.
Both of this is certainly possible and much more likely to be the intention of the non-stacking of temporary hit points.
Thanee said:Do the rules say so explicitly? No, they don't. Much like what you propose, that's not in there either.
KarinsDad said:However, irrelevant spells do not get dispelled (the flaw in your interpretation) and that is effectively what you are suggesting.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.