Post by Zyraen on May 18, 2013 10:26:41 GMT 8
This question came up the previous game on Sat, and will probably show up in many more future games. The rule in RC is this on page 197:
Any Order: The creature can choose the order in which things happen at the start of its turn. For instance, if the creature has regeneration and takes ongoing damage, it can choose take the ongoing damage and then use its regeneration, or the other way around.
Going by this reasoning, the Daze inflicted by previous session's Voidpit would be save-able using Superior Will. That said, I'll add the following as House-rules:
- Zone / Aura Damage & Ongoing Damage Cancels out Zone / Aura Healing & Regeneration etc. So subtract all the Damage from all the Healing and then apply them at One Time to your Character.
This prevents the "While I have less HP than the Aura damage, I ignore all Aura damage when I'm in a Zone that heals me by 1 HP at the start of my Turn" and other such Anomalies.
eg. You have 18 HP suffering from ongoing 20 damage and take 20 Aura damage. You drop to -39, then you heal by 1 HP from the Healing Zone, and have 1 HP. Thereafter you effectively ignore the Ongoing 20 and Aura damage 20 while in the Healing 1 Zone.
Under this House Rule, you would take 39 damage at the start of your Turn instead of being perpetually at 1 HP.
- Some Effects are applied at the End of the Start of Turn. Generally, I will specify and these Attacks / Effects will not do damage. Attacks that Deal damage can be taken in any order, as per the RC Entry above. Damage from a Zone will be a per above.
Any Order: The creature can choose the order in which things happen at the start of its turn. For instance, if the creature has regeneration and takes ongoing damage, it can choose take the ongoing damage and then use its regeneration, or the other way around.
Going by this reasoning, the Daze inflicted by previous session's Voidpit would be save-able using Superior Will. That said, I'll add the following as House-rules:
- Zone / Aura Damage & Ongoing Damage Cancels out Zone / Aura Healing & Regeneration etc. So subtract all the Damage from all the Healing and then apply them at One Time to your Character.
This prevents the "While I have less HP than the Aura damage, I ignore all Aura damage when I'm in a Zone that heals me by 1 HP at the start of my Turn" and other such Anomalies.
eg. You have 18 HP suffering from ongoing 20 damage and take 20 Aura damage. You drop to -39, then you heal by 1 HP from the Healing Zone, and have 1 HP. Thereafter you effectively ignore the Ongoing 20 and Aura damage 20 while in the Healing 1 Zone.
Under this House Rule, you would take 39 damage at the start of your Turn instead of being perpetually at 1 HP.
- Some Effects are applied at the End of the Start of Turn. Generally, I will specify and these Attacks / Effects will not do damage. Attacks that Deal damage can be taken in any order, as per the RC Entry above. Damage from a Zone will be a per above.