Basically, should Elemental Epitome's and Charger's Speed Bonuses (+30 total) be multiplied by x8 for Feline Agility, Boots of Speed, and Potion of Speed? I don't think there is any reason why the Longstrider wouldn't be multiplied, but let's go ahead and challenge that assumption too. It looks like for some reason I multiplied Elemental Epitome's modifiers and not Charger's when calculating the final speed, which is strangely inconsistent.
Since this would be the Tabaxi's turn, does Simultaneous Effects mean that I can choose to add the speed bonuses before I multiply according to the other effects?
[...] Basically, should Elemental Epitome's and Charger's Speed Bonuses (+30 total) be multiplied by x8 for Feline Agility, Boots of Speed, and Potion of Speed? I don't think there is any reason why the Longstrider wouldn't be multiplied, but let's go ahead and challenge that assumption too. It looks like for some reason I multiplied Elemental Epitome's modifiers and not Charger's when calculating the final speed, which is strangely inconsistent. [...]
Elemental Epitome, however, says "When you use your Step of the Wind, your Speed increases by 20 feet until the end of the turn", so I'd say it's affected by:
- Feline Agility: "When you move on your turn in combat, you can double your speed until the end of the turn..."
- Boots of Speed: double your Speed when you take a Bonus Action
- Potion of Speed (Haste): "Until the spell ends, the target’s Speed is doubled..."
- Longstrider: "The target’s Speed increases by 10 feet until the spell ends"
TBH, it's just my interpretation, but I could be wrong.
[...] Basically, should Elemental Epitome's and Charger's Speed Bonuses (+30 total) be multiplied by x8 for Feline Agility, Boots of Speed, and Potion of Speed? I don't think there is any reason why the Longstrider wouldn't be multiplied, but let's go ahead and challenge that assumption too. It looks like for some reason I multiplied Elemental Epitome's modifiers and not Charger's when calculating the final speed, which is strangely inconsistent. [...]
Charger is +10 Speed when you take the Dash Action. If Simultaneous Effects allows us to change the order effects apply at will (I am not sure it does), then for the duration of the Dash Action, couldn't you choose to add (Speed + 10) x 2 x 2 x 2 to your movement? It wouldn't affect your normal movement of course, just the movement added by the action.
Elemental Epitome, however, says "When you use your Step of the Wind, your Speed increases by 20 feet until the end of the turn", so I'd say it's affected by:
- Feline Agility: "When you move on your turn in combat, you can double your speed until the end of the turn..."
- Boots of Speed: double your Speed when you take a Bonus Action
- Potion of Speed (Haste): "Until the spell ends, the target’s Speed is doubled..."
It sounds like you are saying that Elemental Epitome adds 20 feet to your speed before any multipliers. If Charger only adds 10 speed after any multipliers, why would Elemental Epitome add 20 before multipliers (effectively adding 160 feet of movement in this case)? It seems inconsistent.
I would have to agree. Charger grants you a static amount of extra movement when you take the Dash action, so it would not be increased by any features that double your movement speed like Haste or the Tabaxi's Feline Agility feature.
The conclusion may or may not be correct, but the rationale is wrong. Charger adds speed, not movement. The Dash increases your movement and "The increase equals your Speed after applying any modifiers."
Normal PEMDAS (Parenthesis, Exponents, Multiplication, Division, Addition, Subtraction) would say that any additions or subtractions would be handled last. You could also argue for the order that the game feature was triggered. However, Simultaneous Effects overrides both, but flipping the order of effects mid turn seems sketchy. Maybe it's not though. Maybe this is the correct and intended interaction...
5th edition in general does a lousy job handling effect stacking -- you basically have effects that specifically don't stack (advantage, disadvantage, resistance, proficiency, base AC calculations, and two instances of the same effect) and effects where the rules are silent on stacking (everything else). It would be entirely consistent to say that "double speed" doesn't stack at all -- haste + feline agility + boots of speed = x2 speed -- and the order of static modifiers vs multipliers is not defined, though it's pretty clear that "reduce speed to 0" is intended to be last.
5th edition in general does a lousy job handling effect stacking -- you basically have effects that specifically don't stack (advantage, disadvantage, resistance, proficiency, base AC calculations, and two instances of the same effect) and effects where the rules are silent on stacking (everything else). It would be entirely consistent to say that "double speed" doesn't stack at all -- haste + feline agility + boots of speed = x2 speed -- and the order of static modifiers vs multipliers is not defined, though it's pretty clear that "reduce speed to 0" is intended to be last.
IMO Pathfinder handles multiplicative bonuses better. The basic principle is to treat such bonuses like they are percentages instead, so a "double your X" bonus is instead an "add 100% of X" bonus.
When more than one effect would multiply the same number, don't multiply more than once. Instead, combine all the multipliers into a single multiplier, with each multiple after the first adding 1 less than its value. For instance, if one ability doubled the duration of one of your spells and another one doubled the duration of the same spell, you would triple the duration, not quadruple it.
As far as I can tell those rules are directly cribbed from D&D3e, but yes, 3e, 4e, and Pathfinder all handle stacking bonuses better by the simple fact of having rules. There are plenty of places where 5e's choice to leave something up to the DM rather than giving rules is the right decision, but IMO stacking bonuses isn't one of them.
[...] Basically, should Elemental Epitome's and Charger's Speed Bonuses (+30 total) be multiplied by x8 for Feline Agility, Boots of Speed, and Potion of Speed? I don't think there is any reason why the Longstrider wouldn't be multiplied, but let's go ahead and challenge that assumption too. It looks like for some reason I multiplied Elemental Epitome's modifiers and not Charger's when calculating the final speed, which is strangely inconsistent. [...]
Charger is +10 Speed when you take the Dash Action. If Simultaneous Effects allows us to change the order effects apply at will (I am not sure it does), then for the duration of the Dash Action, couldn't you choose to add (Speed + 10) x 2 x 2 x 2 to your movement? It wouldn't affect your normal movement of course, just the movement added by the action.
Oh, I understand now... it could be, yes, but my reasoning is based on the Speed already being modified by the feat, magic items and the spell, before you take the Dash action. Let's say it's too late to modify the Speed except for Charger.
Elemental Epitome, however, says "When you use your Step of the Wind, your Speed increases by 20 feet until the end of the turn", so I'd say it's affected by:
- Feline Agility: "When you move on your turn in combat, you can double your speed until the end of the turn..."
- Boots of Speed: double your Speed when you take a Bonus Action
- Potion of Speed (Haste): "Until the spell ends, the target’s Speed is doubled..."
It sounds like you are saying that Elemental Epitome adds 20 feet to your speed before any multipliers. If Charger only adds 10 speed after any multipliers, why would Elemental Epitome add 20 before multipliers (effectively adding 160 feet of movement in this case)? It seems inconsistent.
Or did I misunderstand your response?
I probably wasn't clear in my answer/explanation, sorry.
In this case, it's because following the Simultaneous Effects rule, Elemental Epitome could be applied before.
Even so, to me it's clear for Boots of Speed (since you need to take a Bonus Action), but I guess it's debatable for Haste or Feline Agility if you consider those modifications to have already happened when your turn starts.
As far as I can tell those rules are directly cribbed from D&D3e, but yes, 3e, 4e, and Pathfinder all handle stacking bonuses better by the simple fact of having rules. There are plenty of places where 5e's choice to leave something up to the DM rather than giving rules is the right decision, but IMO stacking bonuses isn't one of them.
I miss typed bonuses.
I can't remember how Pathfinder 2e handles simultaneous effects like this. I believe it would essentially follow a PEMDAS resolution in addition to the clearer stacking guidelines.
In this case, it's because following the Simultaneous Effects rule, Elemental Epitome could be applied before.
Even so, to me it's clear for Boots of Speed (since you need to take a Bonus Action), but I guess it's debatable for Haste or Feline Agility if you consider those modifications to have already happened when your turn starts.
The Bonus Action for Boots of Speed is assumed to resolve in a prior turn, possibly the same with the potion of speed or that may have been administered by an ally.
Haste, Boots of Speed, and Feline Agility must resolve before any of the Dashes as they won't retroactively change what movement amount the Dash actions add. If Simultaneous Effects allows Elemental Epitome to apply before the speed multipliers, then I would think it would allow Charger to as well.
In this case, it's because following the Simultaneous Effects rule, Elemental Epitome could be applied before.
Even so, to me it's clear for Boots of Speed (since you need to take a Bonus Action), but I guess it's debatable for Haste or Feline Agility if you consider those modifications to have already happened when your turn starts.
The Bonus Action for Boots of Speed is assumed to resolve in a prior turn, possibly the same with the potion of speed or that may have been administered by an ally.
Ah, right! I'm not sure why I thought it activated on the current turn. I guess my brain was thinking about other Actions because of Dash.
Haste, Boots of Speed, and Feline Agility must resolve before any of the Dashes as they won't retroactively change what movement amount the Dash actions add. If Simultaneous Effects allows Elemental Epitome to apply before the speed multipliers, then I would think it would allow Charger to as well.
So if Character A has 30 ft speed, then drinks a Potion of Speed (Haste) they have 60 ft speed, if another character then casts Longstrider on them they have 70 ft speed, if they then decided to use Feline Agility on one particular turn they have 140 ft speed.
Whereas if Character B has 30 ft speed, then casts Longstrider on themselves, then drinks a potion of speed they would have 80 ft speed. Then with feline agility 160 ft speed.
Anything that is "always on" like Monk speed boost is effectively triggered first. Only things triggered / initiated at the same moment can be rearranged in the order of the target creature's choice.
Because continuous effects don't count as "simultaneous" with everything else that happens in their duration. They occur when they start and then they persist for their duration unchanged unless the effect specifically says it can be changed (E.g. how silent image can be moved). Haste doesn't "happen" at the start of your turn, it "happens" when it is cast. So it doubles your speeds whatever those speeds are when it is cast. The Simultaneous effect rules only apply to effects that occur at the same time - i.e. something happens at a specific time - not for things with overlapping durations.
A Fighter who has been polymorphed into an elephant can't choose to attack as a fighter then transform into an elephant later on in their same turn just because the polymorph effect duration overlaps with their attack action. So a Haste that was cast last turn does not reapply its effects halfway through this turn after you use something else that alters your speed. Similarly if a druid Wildshapes and then is Polymorphed, they stay in the Polymorph form until the Polymorph spell ends they can't decide to swap around the order whenever they feel like it and swap back and forth between the two forms.
Because continuous effects don't count as "simultaneous" with everything else that happens in their duration. They occur when they start and then they persist for their duration unchanged unless the effect specifically says it can be changed (E.g. how silent image can be moved). Haste doesn't "happen" at the start of your turn, it "happens" when it is cast. So it doubles your speeds whatever those speeds are when it is cast. The Simultaneous effect rules only apply to effects that occur at the same time - i.e. something happens at a specific time - not for things with overlapping durations.
I can see that take and I think that is how I initially processed the effects. At the same time, ongoing effects do, at least sometimes, resolve continuously during their duration. Therefore, even in the case you make, there could be cases where Simultaneous Effects affects the ongoing effects. Wall of Fire, for example, is an ongoing effect that could compete with the timing of other effects. Being ongoing or continuous is not sufficient, it must have an instantaneous resolution. However, I don't see anything that calls that out as a rule.
A Fighter who has been polymorphed into an elephant can't choose to attack as a fighter then transform into an elephant later on in their same turn just because the polymorph effect duration overlaps with their attack action. So a Haste that was cast last turn does not reapply its effects halfway through this turn after you use something else that alters your speed. Similarly if a druid Wildshapes and then is Polymorphed, they stay in the Polymorph form until the Polymorph spell ends they can't decide to swap around the order whenever they feel like it and swap back and forth between the two forms.
That's not really a valid example though. If [spell]Polymorph[/spells] takes away your class features, you cannot attack as a Fighter. A Wildshaped Druid/Fighter would preserve their class features so that is invalid for different reasons.
A more accurate comparison would be a Rune Knight using Giant's Might after Enlarge/Reduce was cast. However, that example just gets pulled into the same debate. I've seen the advice to use Giant's Might before Enlarge to get to Huge size, but if Simultaneous Effects can apply to ongoing effects, then the order doesn't matter and, frankly, I think that's a better game experience. Unfortunately, I think any truly accurate comparisons get pulled into the same debate and become hard to provide support for or against. I suspect that scenarios like this, involving addition and multiplication, may be the most problematic of the scenarios.
I was revisiting a post about single-turn movement and I made some conservative assumptions about the rules.
Base Speed of 110
Speed Bonuses
Speed Multipliers
Special Modifiers
Basically, should Elemental Epitome's and Charger's Speed Bonuses (+30 total) be multiplied by x8 for Feline Agility, Boots of Speed, and Potion of Speed? I don't think there is any reason why the Longstrider wouldn't be multiplied, but let's go ahead and challenge that assumption too. It looks like for some reason I multiplied Elemental Epitome's modifiers and not Charger's when calculating the final speed, which is strangely inconsistent.
Since this would be the Tabaxi's turn, does Simultaneous Effects mean that I can choose to add the speed bonuses before I multiply according to the other effects?
How to add Tooltips.
My houserulings.
Based on my interpretation from Haste and other movement multipliers ... Bonus Question, I think Charge is just +10 only "When you take the Dash action", so it's not modified by other factors.
Elemental Epitome, however, says "When you use your Step of the Wind, your Speed increases by 20 feet until the end of the turn", so I'd say it's affected by:
- Feline Agility: "When you move on your turn in combat, you can double your speed until the end of the turn..."
- Boots of Speed: double your Speed when you take a Bonus Action
- Potion of Speed (Haste): "Until the spell ends, the target’s Speed is doubled..."
- Longstrider: "The target’s Speed increases by 10 feet until the spell ends"
TBH, it's just my interpretation, but I could be wrong.
If it helps: Interaction of Flat Movespeed Items and Spells vs Speed Increases of Feats, Features and Spells
Charger is +10 Speed when you take the Dash Action. If Simultaneous Effects allows us to change the order effects apply at will (I am not sure it does), then for the duration of the Dash Action, couldn't you choose to add (Speed + 10) x 2 x 2 x 2 to your movement? It wouldn't affect your normal movement of course, just the movement added by the action.
It sounds like you are saying that Elemental Epitome adds 20 feet to your speed before any multipliers. If Charger only adds 10 speed after any multipliers, why would Elemental Epitome add 20 before multipliers (effectively adding 160 feet of movement in this case)? It seems inconsistent.
Or did I misunderstand your response?
From the thread you linked:
The conclusion may or may not be correct, but the rationale is wrong. Charger adds speed, not movement. The Dash increases your movement and "The increase equals your Speed after applying any modifiers."
Normal PEMDAS (Parenthesis, Exponents, Multiplication, Division, Addition, Subtraction) would say that any additions or subtractions would be handled last. You could also argue for the order that the game feature was triggered. However, Simultaneous Effects overrides both, but flipping the order of effects mid turn seems sketchy. Maybe it's not though. Maybe this is the correct and intended interaction...
How to add Tooltips.
My houserulings.
5th edition in general does a lousy job handling effect stacking -- you basically have effects that specifically don't stack (advantage, disadvantage, resistance, proficiency, base AC calculations, and two instances of the same effect) and effects where the rules are silent on stacking (everything else). It would be entirely consistent to say that "double speed" doesn't stack at all -- haste + feline agility + boots of speed = x2 speed -- and the order of static modifiers vs multipliers is not defined, though it's pretty clear that "reduce speed to 0" is intended to be last.
IMO Pathfinder handles multiplicative bonuses better. The basic principle is to treat such bonuses like they are percentages instead, so a "double your X" bonus is instead an "add 100% of X" bonus.
As far as I can tell those rules are directly cribbed from D&D3e, but yes, 3e, 4e, and Pathfinder all handle stacking bonuses better by the simple fact of having rules. There are plenty of places where 5e's choice to leave something up to the DM rather than giving rules is the right decision, but IMO stacking bonuses isn't one of them.
Oh, I understand now... it could be, yes, but my reasoning is based on the Speed already being modified by the feat, magic items and the spell, before you take the Dash action. Let's say it's too late to modify the Speed except for Charger.
I probably wasn't clear in my answer/explanation, sorry.
In this case, it's because following the Simultaneous Effects rule, Elemental Epitome could be applied before.
Even so, to me it's clear for Boots of Speed (since you need to take a Bonus Action), but I guess it's debatable for Haste or Feline Agility if you consider those modifications to have already happened when your turn starts.
I miss typed bonuses.
I can't remember how Pathfinder 2e handles simultaneous effects like this. I believe it would essentially follow a PEMDAS resolution in addition to the clearer stacking guidelines.
The Bonus Action for Boots of Speed is assumed to resolve in a prior turn, possibly the same with the potion of speed or that may have been administered by an ally.
Haste, Boots of Speed, and Feline Agility must resolve before any of the Dashes as they won't retroactively change what movement amount the Dash actions add. If Simultaneous Effects allows Elemental Epitome to apply before the speed multipliers, then I would think it would allow Charger to as well.
How to add Tooltips.
My houserulings.
Ah, right! I'm not sure why I thought it activated on the current turn. I guess my brain was thinking about other Actions because of Dash.
I'd agree with that ruling at any table.
They would stack in the order they are applied.
So if Character A has 30 ft speed, then drinks a Potion of Speed (Haste) they have 60 ft speed, if another character then casts Longstrider on them they have 70 ft speed, if they then decided to use Feline Agility on one particular turn they have 140 ft speed.
Whereas if Character B has 30 ft speed, then casts Longstrider on themselves, then drinks a potion of speed they would have 80 ft speed. Then with feline agility 160 ft speed.
Anything that is "always on" like Monk speed boost is effectively triggered first. Only things triggered / initiated at the same moment can be rearranged in the order of the target creature's choice.
What is your basis for this?
How to add Tooltips.
My houserulings.
Because continuous effects don't count as "simultaneous" with everything else that happens in their duration. They occur when they start and then they persist for their duration unchanged unless the effect specifically says it can be changed (E.g. how silent image can be moved). Haste doesn't "happen" at the start of your turn, it "happens" when it is cast. So it doubles your speeds whatever those speeds are when it is cast. The Simultaneous effect rules only apply to effects that occur at the same time - i.e. something happens at a specific time - not for things with overlapping durations.
A Fighter who has been polymorphed into an elephant can't choose to attack as a fighter then transform into an elephant later on in their same turn just because the polymorph effect duration overlaps with their attack action. So a Haste that was cast last turn does not reapply its effects halfway through this turn after you use something else that alters your speed. Similarly if a druid Wildshapes and then is Polymorphed, they stay in the Polymorph form until the Polymorph spell ends they can't decide to swap around the order whenever they feel like it and swap back and forth between the two forms.
I can see that take and I think that is how I initially processed the effects. At the same time, ongoing effects do, at least sometimes, resolve continuously during their duration. Therefore, even in the case you make, there could be cases where Simultaneous Effects affects the ongoing effects. Wall of Fire, for example, is an ongoing effect that could compete with the timing of other effects. Being ongoing or continuous is not sufficient, it must have an instantaneous resolution. However, I don't see anything that calls that out as a rule.
That's not really a valid example though. If [spell]Polymorph[/spells] takes away your class features, you cannot attack as a Fighter. A Wildshaped Druid/Fighter would preserve their class features so that is invalid for different reasons.
A more accurate comparison would be a Rune Knight using Giant's Might after Enlarge/Reduce was cast. However, that example just gets pulled into the same debate. I've seen the advice to use Giant's Might before Enlarge to get to Huge size, but if Simultaneous Effects can apply to ongoing effects, then the order doesn't matter and, frankly, I think that's a better game experience. Unfortunately, I think any truly accurate comparisons get pulled into the same debate and become hard to provide support for or against. I suspect that scenarios like this, involving addition and multiplication, may be the most problematic of the scenarios.
How to add Tooltips.
My houserulings.
I remember some of threads about Enlarge/Reduce, if they are useful for this discussion:
- Does large form and powerful build stack for Goliaths?
- Question about combining creature size alterations
- Enlarge/Reduce: How big can we get?