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Temporary Hit Points
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<blockquote data-quote="Thanee" data-source="post: 2001011" data-attributes="member: 478"><p>Then how is stacking of temporary hit points defined exactly?</p><p></p><p></p><p></p><p>Well, I totally agree, that the rules could be better written... but what can we do. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p></p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>Could work like this:</p><p></p><p>I have only one "memory" for my character to remember temporary hit points. No more.</p><p>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. If I already have some temporary hit points, new ones are only moved in, if they are higher, of course, since the strongest effect applies. They are not added together, since they do not stack (except when from one particular single source, of course). The one's that were in there had been applied already, now they are gone for good.</p><p></p><p>So, the gaining of temporary hit points is an instanteneous effect of the spell that grants them. The spell does remember, tho, if I still have them "written in my memory" to take them away, if the duration runs out. Once a new spell takes over, this part becomes irrelevant, since the temporary hit points are no longer there.</p><p></p><p>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.</p><p></p><p>Both of this is certainly possible and much more likely to be the intention of the non-stacking of temporary hit points.</p><p></p><p>Do the rules say so explicitly? No, they don't. Much like what you propose, that's not in there either.</p><p></p><p>There is no rule to tell us how it works, we have to decide on our own.</p><p>There are plenty options, however. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Bye</p><p>Thanee</p></blockquote><p></p>
[QUOTE="Thanee, post: 2001011, member: 478"] Then how is stacking of temporary hit points defined exactly? Well, I totally agree, that the rules could be better written... but what can we do. :) 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. 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. If I already have some temporary hit points, new ones are only moved in, if they are higher, of course, since the strongest effect applies. They are not added together, since they do not stack (except when from one particular single source, of course). The one's that were in there had been applied already, now they are gone for good. So, the gaining of temporary hit points is an instanteneous effect of the spell that grants them. The spell does remember, tho, if I still have them "written in my memory" to take them away, if the duration runs out. Once a new spell takes over, this part becomes irrelevant, since the temporary hit points are no longer there. 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. Do the rules say so explicitly? No, they don't. Much like what you propose, that's not in there either. There is no rule to tell us how it works, we have to decide on our own. There are plenty options, however. :) Bye Thanee [/QUOTE]
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