Temporary Hitpoints

Diirk said:
The str buff analogy is unfortunately a misleading waste of time as str doesn't fade as its used up like temporary hitpoints do.

Yes, it does. I just showed you a [notional] spell that does so.

I could easily write a spell that provides an enhancement bonus to Strength that decreases by 1 for each attack made.

So, before you dismiss something as a "misleading waste of time," how's about you learn the actual rules about stacking, mmkay?
 

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Patryn of Elvenshae said:
Yes, it does. I just showed you a [notional] spell that does so.

I could easily write a spell that provides an enhancement bonus to Strength that decreases by 1 for each attack made.

So, before you dismiss something as a "misleading waste of time," how's about you learn the actual rules about stacking, mmkay?

Zing! :D
 

This could be a headache, as my players picked up a wand of false life (23ch) recently.
luckily my players rarely surf ENworld. If it comes up only the highest number of temp hitpoints will apply. With any luck the odd case of multiple spells, some of which are dispelled won't come up.
 

Evilhalfling said:
This could be a headache, as my players picked up a wand of false life (23ch) recently.
luckily my players rarely surf ENworld. If it comes up only the highest number of temp hitpoints will apply. With any luck the odd case of multiple spells, some of which are dispelled won't come up.

Ahh, yes, the wand. A wand could make the whole thing seriously interesting, couldn't it?

Still, that's an expensive way to go. And, seriously, when I'm playing a wizard I only very, very rarely die from lack of hit points. Once a dragon get's you in an improved snatch and flies away, no amount of HP's is going to save you. And fort save or die hits me more often than I care to admit.
 

ARandomGod said:
Ahh, yes, the wand. A wand could make the whole thing seriously interesting, couldn't it?

Still, that's an expensive way to go. And, seriously, when I'm playing a wizard I only very, very rarely die from lack of hit points. Once a dragon get's you in an improved snatch and flies away, no amount of HP's is going to save you. And fort save or die hits me more often than I care to admit.

Totally agree. Mages tend to die not because they run out of hps, but because they were exposed to damage in the first place without the proper protections in effect. Only fighter-types "run out of hps." To "run out" implies that you should have been taking damage in the first place! ;)
 

Evilhalfling said:
This could be a headache, as my players picked up a wand of false life (23ch) recently.
luckily my players rarely surf ENworld. If it comes up only the highest number of temp hitpoints will apply. With any luck the odd case of multiple spells, some of which are dispelled won't come up.


Still, you know, a wand of false life... that's a second level spell, third level caster. So you're looking at d10+3 HP/casting. Or 4-13 HP/casting... Or 8.5HP/casting. And they would last three hours. For those three hours you'd have around 195 more HP's than before (assuming the most generous definition of overlapping). Nice, huh?

And each charge of that wand is costing 45 gold... so all 23 charges would be 'spending' 1035 gold (that's what it would cost to craft or what you could get by selling it. Crafting, of course, would also cost you XP). Let's assume that you're going somewhere that you *know* you're going to get hit in the next three hours. Maybe by a lot of arrows.

Wait, no... protection from arrows would have been much, much cheaper.

OK, by a dragon...

Well... technically protection from energy would have netted you more HP's and also been cheaper.

OK, by a lot of little guys hitting you with swords.

Well... If you were smart you'd've just prepped a fly spell, wouldn't you?

Wait, why was this a good idea again?>
 

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