Fights of the Week: 4 February 2009, Comments and Concerns

Post/Author/DateTimePost
#1

TelinArtho

Feb 03, 2009 10:24:21
Please don't edit the sheet after the deadline or you will lose the match.



News and Whatnot

This is an 'on' week for ECL10+.

Busy week for everyone this past week. The ban of ego whip seems to have gone over well and discussion in the council remains active. I have added a new topic there, a bit of lobbying that I've been aiming for a while now.

Other than that - it looks like we're still growing steadily - which is nice to see. Last week we were back above the number of fights back in May when we shut down. Not a lot of new characters coming to the roster this week, but I have certainly seen user names browsing the forum who haven't been around in a while.

New Rulings - Courtroom

  • None

Current Discussions
  • Obsidian Steed (Figure of Wondrous Power) - what's its CR? (for prebuffing and for rewards)
  • Metamorphic Transfer - what are its limitations?
  • Daylight vs Control Light - looking for a vote on the matter

The Council Decisions/Revelations
  • Ego Whip is Banned. Characters with it or with specific countermeasures can apply to the Training Hall for free changes.
  • Clarifying vocal and somatic components with non-standard casters - Telepathy is out, Vocalization is not valid for spellcasting, any language capability is. Somatic are still up for discussion.
  • EL7 list for monster fights hasn't had a huge amount of discussion, but as of now will be used for monster fights.

Current Topics
  • Adjusting the ally "penalty" to an actual penalty.


Idle Conversations

These are topics that have died down but had nothing come of them. We may reinvest time into them should they continue to be an issue.
  • Council - Mechanics of the "Awaken" spell is currently being discussed in the council.
  • Council- Delay rules are still being discussed.
  • Courtroom - Sauro wishes an elder decision on using an intelligent cohort as a mount. [and what tricks/training it requires]
  • Council - There is a discussion on how quickly you should be able to aquire ethereal equipment.
  • Courtroom- The rules for Ride and Handle Animal are under discussion.

#42

TelinArtho

Feb 05, 2009 13:10:36
Thanks for the run. I disagree with how you ran the poison out of Harnack's body - but I'll have to look that one up to remind myself - it doesn't matter in the fight anyway though.

Also on the rewards, for some reason there's a +51 next to Delilah's gp rewards. I assume this is a mistake.
#82

zevox

Feb 09, 2009 14:06:52
Yeesh - looks like I'm starting off true to form... Good luck Zevox on pulling this one out.

No kidding. Why do your dice hate me Telin?

Zevox
#83

hogarth

Feb 09, 2009 15:03:59
@Zevox, Telin: According to the 3.5 FAQ, temporary hp from different sources stack.
#84

zevox

Feb 09, 2009 15:15:23
@Zevox, Telin: According to the 3.5 FAQ, temporary hp from different sources stack.

...really? Huh, I could swear that temp hp never stacks. Oh well, I'll take an extra 7 hp in that situation.

Zevox
#85

TelinArtho

Feb 09, 2009 15:15:33
Do temporary hit points from two applications of the
same effect stack? What about from different effects? If I
have temporary hit points from multiple sources, how
should I apply damage?
Temporary hit points from two applications of the same
effect don’t stack; instead, the highest number of temporary hit
points applies in place of all others. Temporary hit points from
different sources stack, but you must keep track of them
separately.
For example, imagine a character who gained 15 temporary
hit points from an aid spell. After taking 8 points of damage,
she has 7 temporary hit points left from the spell. If another aid
spell were cast on the same character granting 12 temporary hit
points, this total would replace the other spell’s total, meaning
the character would now have 12 temporary hit points (rather
than 19). If the character then cast false life on herself, she
would add the full benefit of that spell to the temporary hit
points from the aid spell.
This also applies to temporary hit points gained from
energy drain and similar special abilities. Each successful
attack counts as one application of the effect (meaning that an
attack that bestows 2 or more negative levels still counts as
only one application of the effect). For example, a wight gains
5 temporary hit points each time it bestows a negative level
with its slam attack. If it bestows another negative level while it
has 2 temporary hit points remaining from the first attack, the
new temporary hit points would replace the old ones.
Temporary hit points are “first-in, first-out.” Damage
should be taken off the oldest temporary-hit-point-granting
effect first; when that effect is exhausted, apply damage to the
next oldest effect. For this reason, you must track each supply
of temporary hit points separately.

Thank you hogarth.