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  1. - Top - End - #1291
    Ettin in the Playground
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    Default Re: "Wait, that didn't work right" - the Dysfunctional Rules Collection

    @ noparlpf: Physics gang to the obstruction, laying into those catgirls like nobody's business: Light does so have mass! <1×10−18 eV/c2 to be unprecise, so for most practical purposes it's 0.
    http://en.wikipedia.org/wiki/Photon
    Anyway, mass and energy are inherently the same (another vicious jab).
    Last edited by hymer; 2012-12-13 at 07:09 AM.
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  2. - Top - End - #1292
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    Default Re: "Wait, that didn't work right" - the Dysfunctional Rules Collection

    Quote Originally Posted by tuggyne View Post
    Slay all the catgirls!

    But seriously, I'll grant that an incorporeal mass of non-living matter is odd, but not necessarily dysfunctional.
    It makes about as much sense as vestiges, and nobody questions those.

  3. - Top - End - #1293
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    Default Re: "Wait, that didn't work right" - the Dysfunctional Rules Collection

    The Monster of Legend template (MMII) can give a creature the ability "Reflective Hide". This ability means that the creature is constantly under the effect of a Spell Turning effect. Spell Turning does the following:

    Quote Originally Posted by SRD
    Spells and spell-like effects targeted on you are turned back upon the original caster. The abjuration turns only spells that have you as a target. Effect and area spells are not affected. Spell turning also fails to stop touch range spells.

    From seven to ten (1d4+6) spell levels are affected by the turning. The exact number is rolled secretly.

    When you are targeted by a spell of higher level than the amount of spell turning you have left, that spell is partially turned. The subtract the amount of spell turning left from the spell level of the incoming spell, then divide the result by the spell level of the incoming spell to see what fraction of the effect gets through. For damaging spells, you and the caster each take a fraction of the damage. For nondamaging spells, each of you has a proportional chance to be affected.
    Therefore, a MoL can be effectively immune to any non-AoE, non-ray spell cast at it, or at the very least much less effected by it. Oh, and it can choose SR of 10+(1/2 HD) as well. All this and more for a +2 LA.

    ----------------------------

    Another interesting thing that A friend pointed out to me: Sneak Attack.

    Quote Originally Posted by SRD
    A rogue can sneak attack only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.
    Now, how can one best avoid sneak attacks? How about being in darkness?

    Quote Originally Posted by SRD
    In an area of shadowy illumination, a character can see dimly. Creatures within this area have concealment relative to that character. A creature in an area of shadowy illumination can make a Hide check to conceal itself.

    In areas of darkness, creatures without darkvision are effectively blinded. In addition to the obvious effects, a blinded creature has a 50% miss chance in combat (all opponents have total concealment), loses any Dexterity bonus to AC, takes a -2 penalty to AC, moves at half speed, and takes a -4 penalty on Search checks and most Strength and Dexterity-based skill checks.
    Unless a rogue has darkvision, he/she cannot sneak attack anyone who is in the shadows, and the best defense to stop a rogue is to move into the very shadows that the rogue is likely hiding in.
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  4. - Top - End - #1294
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    Default Re: "Wait, that didn't work right" - the Dysfunctional Rules Collection

    Quote Originally Posted by Ksheep View Post
    Therefore, a MoL can be effectively immune to any non-AoE, non-ray spell cast at it, or at the very least much less effected by it. Oh, and it can choose SR of 10+(1/2 HD) as well. All this and more for a +2 LA.
    That's not really dysfunctional, just an incorrect CR adjustment on a powerful template. (Also, orb spells, and probably several other sorts of effect spells, also ignore spell turning. Yet another reason they're useful!)
    Quote Originally Posted by Water_Bear View Post
    That's RAW for you; 100% Rules-Legal, 110% silly.
    Quote Originally Posted by hamishspence View Post
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  5. - Top - End - #1295
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    Default Re: "Wait, that didn't work right" - the Dysfunctional Rules Collection

    Quote Originally Posted by tuggyne View Post
    That's not really dysfunctional, just an incorrect CR adjustment on a powerful template. (Also, orb spells, and probably several other sorts of effect spells, also ignore spell turning. Yet another reason they're useful!)
    Yet another reason they can be broken and should probably be be evocation spells...
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  6. - Top - End - #1296
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    Default Re: "Wait, that didn't work right" - the Dysfunctional Rules Collection

    Fun fact: Wood burns insanely fast in D&D. Torches burn out in either 2 minutes or 2 rounds, depending on how you interpret their thickness, and you can burn down a 10ft thick section of wooden wall in under 20 minutes. Ponder that for a second. A ten foot cube of wood takes 20 minutes to burn to a crisp. A 2-ft diameter log burns to a crisp in 4 minutes. Why? The 1d6 damage dealt by being on fire is doubled and ignores hardness; 7 damage per round adds up quickly.

    There is a flip side to this, however. The damage you take from catching on fire isn't explicitly fire damage, meaning that the block of wood would take 1 point of damage every 6 rounds or so, making for a reasonable burn time. On the other hand, if I'm not misinterpreting this, you could set a Fire elemental on fire, and it would burn to death if it failed its saves.

    Finally, an interesting bit of stupidity: You can not only set a rock on fire and have it burn indefinitely, but you can set literally any unattended object on fire (since they always fail their saving throws, being unattended) regardless of its inflammability or lack thereof. This may or may not be intentional: Since holding a torch near anything doesn't technically cause them to catch on fire, the ease of adventurers setting the world on fire accidentally is minimal. Fire Elementals, on the other hand, set any inanimate object they touch on fire that may or may not ever burn out.
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  7. - Top - End - #1297
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    Default Re: "Wait, that didn't work right" - the Dysfunctional Rules Collection

    Quote Originally Posted by DMofDarkness View Post
    Fun fact: Wood burns insanely fast in D&D. Torches burn out in either 2 minutes or 2 rounds, depending on how you interpret their thickness, and you can burn down a 10ft thick section of wooden wall in under 20 minutes. Ponder that for a second. A ten foot cube of wood takes 20 minutes to burn to a crisp. A 2-ft diameter log burns to a crisp in 4 minutes. Why? The 1d6 damage dealt by being on fire is doubled and ignores hardness; 7 damage per round adds up quickly.

    There is a flip side to this, however. The damage you take from catching on fire isn't explicitly fire damage, meaning that the block of wood would take 1 point of damage every 6 rounds or so, making for a reasonable burn time. On the other hand, if I'm not misinterpreting this, you could set a Fire elemental on fire, and it would burn to death if it failed its saves.

    Finally, an interesting bit of stupidity: You can not only set a rock on fire and have it burn indefinitely, but you can set literally any unattended object on fire (since they always fail their saving throws, being unattended) regardless of its inflammability or lack thereof. This may or may not be intentional: Since holding a torch near anything doesn't technically cause them to catch on fire, the ease of adventurers setting the world on fire accidentally is minimal. Fire Elementals, on the other hand, set any inanimate object they touch on fire that may or may not ever burn out.
    That is amazing stuff.
    Quote Originally Posted by Water_Bear View Post
    That's RAW for you; 100% Rules-Legal, 110% silly.
    Quote Originally Posted by hamishspence View Post
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  8. - Top - End - #1298
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    Default Re: "Wait, that didn't work right" - the Dysfunctional Rules Collection

    Quote Originally Posted by tuggyne View Post
    That is amazing stuff.
    ... What action does it take to do that? I think their should be a theoretical optimisation for that.
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  9. - Top - End - #1299
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    Default Re: "Wait, that didn't work right" - the Dysfunctional Rules Collection

    Quote Originally Posted by Doorhandle View Post
    ... What action does it take to do that? I think their should be a theoretical optimisation for that.
    Lighting a fire, or writing up a great post like that? If the former, a full-round action is normal, I think, though some things reduce it to standard actions. (And magic can of course reduce it to a swift action at the very most.)

    If you mean writing a fine post about an odd quirk in rules, well, research for it and drafting the post itself probably took a few hours.
    Quote Originally Posted by Water_Bear View Post
    That's RAW for you; 100% Rules-Legal, 110% silly.
    Quote Originally Posted by hamishspence View Post
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  10. - Top - End - #1300
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    Default Re: "Wait, that didn't work right" - the Dysfunctional Rules Collection

    Quote Originally Posted by DMofDarkness View Post
    Fun fact: Wood burns insanely fast in D&D. ...The 1d6 damage dealt by being on fire is doubled and ignores hardness
    If you're referencing this section of the rules, it does not say that wood is vulnerable to fire.

    Quote Originally Posted by DMofDarkness View Post
    There is a flip side to this, however. The damage you take from catching on fire isn't explicitly fire damage
    Are you referencing this? Because it's a willful misreading of intent to go from saying "someone on fire takes 1d6 damage from being on fire" to claiming that they aren't taking fire damage.

  11. - Top - End - #1301
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    Default Re: "Wait, that didn't work right" - the Dysfunctional Rules Collection

    Quote Originally Posted by Telok View Post
    If you're referencing this section of the rules, it does not say that wood is vulnerable to fire.
    It also ignores the wick effect. A torch is a pitch soaked rag on a stick, the stick isn't the part that's burning, the fuel is the pitch.
    Last edited by TypoNinja; 2012-12-16 at 06:33 AM.
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  12. - Top - End - #1302
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    Default Re: "Wait, that didn't work right" - the Dysfunctional Rules Collection

    Quote Originally Posted by DMofDarkness View Post
    There is a flip side to this, however. The damage you take from catching on fire isn't explicitly fire damage, meaning that the block of wood would take 1 point of damage every 6 rounds or so, making for a reasonable burn time. On the other hand, if I'm not misinterpreting this, you could set a Fire elemental on fire, and it would burn to death if it failed its saves..
    Actually, if it was explicitely fire damage, it would actually do even less damage, since fire does half damage to objects. Interestingly, this means a piece of wood set on fire would never burn out, since it would take half of the fire damage (3 at max) then have it reduced to zero by its hardness. In a similar nature, stone has hardness 8. A medium heavy pick only does 1d6, and even a large heavy pick only does 1d8. So if you really want to do some mining, you either have to be exceptionally strong, or be using something bigger than a heavy pick (though you could pull it off if you're a Huge or bigger race). Time to bust out the greatswords!
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  13. - Top - End - #1303
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    Default Re: "Wait, that didn't work right" - the Dysfunctional Rules Collection

    Quote Originally Posted by Necroticplague View Post
    Actually, if it was explicitely fire damage, it would actually do even less damage, since fire does half damage to objects. Interestingly, this means a piece of wood set on fire would never burn out, since it would take half of the fire damage (3 at max) then have it reduced to zero by its hardness. In a similar nature, stone has hardness 8. A medium heavy pick only does 1d6, and even a large heavy pick only does 1d8. So if you really want to do some mining, you either have to be exceptionally strong, or be using something bigger than a heavy pick (though you could pull it off if you're a Huge or bigger race). Time to bust out the greatswords!
    this has been brought up twice before

    both times it has been pointed out that certain things In the rules will be vulnerable to others, as by logic. This means no hardness, or outright double damage and no hardness

    Thus, Axes and Fire ignore hardness for wood, Picks ignore stone hardness.
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  14. - Top - End - #1304
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    Default Re: "Wait, that didn't work right" - the Dysfunctional Rules Collection

    Quote Originally Posted by Telok View Post
    If you're referencing this section of the rules, it does not say that wood is vulnerable to fire.
    It doesn't actually state any substances are vulnerable to certain attacks, just that they exist. There's probably some obscure rule somewhere stating that Wood is vulnerable to fire. If not, there is the fact that wood never burns out to add to the compendium.
    Quote Originally Posted by Telok View Post
    Are you referencing this? Because it's a willful misreading of intent to go from saying "someone on fire takes 1d6 damage from being on fire" to claiming that they aren't taking fire damage.
    Indeed. I'm talking about RAW, not RAI. RAI, none of the stuff in this compendium should exist. It's implied to be fire damage, but it's not explicitly stated to be fire damage anywhere.
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  15. - Top - End - #1305
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    Default Re: "Wait, that didn't work right" - the Dysfunctional Rules Collection

    About that, Being on fire is not a attack. Thus, it still wouldn't help with the wood on fire bit.

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    Default Re: "Wait, that didn't work right" - the Dysfunctional Rules Collection

    Quote Originally Posted by toapat View Post
    this has been brought up twice before

    both times it has been pointed out that certain things In the rules will be vulnerable to others, as by logic. This means no hardness, or outright double damage and no hardness

    Thus, Axes and Fire ignore hardness for wood, Picks ignore stone hardness.
    Yes, it dos state that some things are vulnerable to others. Nowhere does it state that this is such a case, though, though logic would quickly say so. Under neither stone nor picks does it make any note of beating the vulnerability of it. So as it makes out in a ridiculously strict reading of rules, it doesn't make sense. Yes, by this logic, there aren't any actual vulnerabilities since nothing is listed as having him. That is also a problem with the rules itself, though an acceptable one given the wide amounts of substances and things to hit them with.

    I am, however, sorry for repeating something already stated, although given the sheer length of this thread and the limits of memory, this is inevitable.
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    Default Re: "Wait, that didn't work right" - the Dysfunctional Rules Collection

    Has anyone thought about WHY shuriken are instantly destroyed when you hit a target? From SRD:
    When a magic arrow, crossbow bolt, shuriken, or sling bullet misses its target, there is a 50% chance it breaks or otherwise is rendered useless. A magic arrow, bolt, bullet, or shuriken that hits is destroyed.
    Imagine throwing a bo-shuriken at a gelatinous cube. (Maybe it was an act of desperation.) Gelatinous cubes' acid does not harm metal, and if I could think of a single instance of giving a metal object a safe landing, it would be in a big cube of gelatin.
    And yet...
    Last edited by ManInOrange; 2012-12-16 at 04:35 PM.
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  18. - Top - End - #1308
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    Default Re: "Wait, that didn't work right" - the Dysfunctional Rules Collection

    Because the magic (invoked when used to attack) expends the missile? That's how I thought about it.
    Last edited by hymer; 2012-12-16 at 04:39 PM.
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    Default Re: "Wait, that didn't work right" - the Dysfunctional Rules Collection

    Quote Originally Posted by hymer View Post
    Because the magic (invoked when used to attack) expends the missile? That's how I thought about it.
    What magic? It's a chunk of metal.
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  20. - Top - End - #1310
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    Default Re: "Wait, that didn't work right" - the Dysfunctional Rules Collection

    I was just looking at the provided quote.
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    Default Re: "Wait, that didn't work right" - the Dysfunctional Rules Collection

    Quote Originally Posted by hymer View Post
    I was just looking at the provided quote.
    Oh, yeah. It applies to nonmagical missiles too though, hang on...
    Scroll down to "Ammunition".
    Quote Originally Posted by SRD
    Ammunition
    Projectile weapons use ammunition: arrows (for bows), bolts (for crossbows), or sling bullets (for slings). When using a bow, a character can draw ammunition as a free action; crossbows and slings require an action for reloading. Generally speaking, ammunition that hits its target is destroyed or rendered useless, while normal ammunition that misses has a 50% chance of being destroyed or lost.

    Although they are thrown weapons, shuriken are treated as ammunition for the purposes of drawing them, crafting masterwork or otherwise special versions of them (see Masterwork Weapons), and what happens to them after they are thrown.
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  22. - Top - End - #1312
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    Default Re: "Wait, that didn't work right" - the Dysfunctional Rules Collection

    Ok. Well, it does hedge. 'Generally speaking' could probably be said not to include throwing a shuriken at a vat of jelly. :)
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    Quote Originally Posted by Necroticplague View Post
    Yes, it dos state that some things are vulnerable to others. Nowhere does it state that this is such a case, though, though logic would quickly say so. Under neither stone nor picks does it make any note of beating the vulnerability of it. So as it makes out in a ridiculously strict reading of rules, it doesn't make sense. Yes, by this logic, there aren't any actual vulnerabilities since nothing is listed as having him. That is also a problem with the rules itself, though an acceptable one given the wide amounts of substances and things to hit them with.

    I am, however, sorry for repeating something already stated, although given the sheer length of this thread and the limits of memory, this is inevitable.
    Actually, there are places where it does spell out certain weaknesses, for instance wood saw/ax's from the Arms and equipment guide have a rating of inches cut rather than damage dealt, and I can't think of the book name, somewhere its spelled out how to use profession miner checks and your result is a given volume of material rather than HP damage done to a rock.
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    Default Re: "Wait, that didn't work right" - the Dysfunctional Rules Collection

    Quote Originally Posted by Necroticplague View Post
    Yes, it dos state that some things are vulnerable to others. Nowhere does it state that this is such a case, though, though logic would quickly say so. Under neither stone nor picks does it make any note of beating the vulnerability of it. So as it makes out in a ridiculously strict reading of rules, it doesn't make sense. Yes, by this logic, there aren't any actual vulnerabilities since nothing is listed as having him. That is also a problem with the rules itself, though an acceptable one given the wide amounts of substances and things to hit them with.
    Except that that specific rule says by logic
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    Default Re: "Wait, that didn't work right" - the Dysfunctional Rules Collection

    Quote Originally Posted by TypoNinja View Post
    somewhere its spelled out how to use profession miner checks and your result is a given volume of material rather than HP damage done to a rock.
    races of the dragon p 98. there's a table telling how your size and the kind of material you want to move affects your progress
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    Default Re: "Wait, that didn't work right" - the Dysfunctional Rules Collection

    Quote Originally Posted by Venger View Post
    races of the dragon p 98. there's a table telling how your size and the kind of material you want to move affects your progress
    Yes! Because Races of the Dragon is totally the book I would check to see how my Profession(mining) checks are doing!
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    Quote Originally Posted by Psyren View Post
    So now you're claiming that spellcasting "lacks a clear, supernatural element?" Being supernatural is literally the only point of magic.

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    Default Re: "Wait, that didn't work right" - the Dysfunctional Rules Collection

    Quote Originally Posted by mattie_p View Post
    Yes! Because Races of the Dragon is totally the book I would check to see how my Profession(mining) checks are doing!
    You would if you were a Kobold.
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    Default Re: "Wait, that didn't work right" - the Dysfunctional Rules Collection

    I'm with you, but there are plenty of miners in lots of campaign setting who are not. Great tip (for those who have the book) but otherwise dysfunctional, because other races still can't mine.
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    Quote Originally Posted by Psyren View Post
    So now you're claiming that spellcasting "lacks a clear, supernatural element?" Being supernatural is literally the only point of magic.

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    Default Re: "Wait, that didn't work right" - the Dysfunctional Rules Collection

    Quote Originally Posted by mattie_p View Post
    Yes! Because Races of the Dragon is totally the book I would check to see how my Profession(mining) checks are doing!
    I was actually thinking it was races of dragon or something because I was fairly sure it was included with stuff about Kobolds but i wasn't sure :P
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    Default Re: "Wait, that didn't work right" - the Dysfunctional Rules Collection

    Quote Originally Posted by mattie_p View Post
    Yes! Because Races of the Dragon is totally the book I would check to see how my Profession(mining) checks are doing!
    huh?
    Quote Originally Posted by mattie_p View Post
    I'm with you, but there are plenty of miners in lots of campaign setting who are not. Great tip (for those who have the book) but otherwise dysfunctional, because other races still can't mine.
    other non-kobolds can still do this. kobolds just count as medium instead of small to avoid a penalty

    I feel I'm misunderstanding you. what is it you're saying?
    I've got a new fantasy TTRPG about running your own fencing school in a 3 musketeers pastiche setting. Book coming soon.

    Check out my NEW sci-fi TTRPG about first contact. Cool alien races, murderous AIs, and more. New expansion featuring rules for ships! New book here NOW!

    Quote Originally Posted by weckar View Post
    Venger, can you be my full-time memory aid please?
    Iron Chef Medals!
    Amazing Princess Mononoke avatar by Dispozition

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