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2014-03-01, 05:56 AM (ISO 8601)
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- Dromund Kaas
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2014-03-01, 06:27 AM (ISO 8601)
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- Jun 2011
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Re: Dysfunctional Rules Thread V: Dysfunctions All the Way Down
It's the same thing with a dagger, and really the same thing with any saving throw.
Although it occurs to me that if you don't do any damage through the DR it probably doesn't count, so there's that. (Never mind the blindsense that should by all rights guarantee no such sneaky commoner manages to get near enough, nor yet the casting that can readily afford an alarm a night to likewise prevent trouble.)
And I guess Sith is correct about natural armor, although I'd forgotten about that.Projects: Homebrew, Gentlemen's Agreement, DMPCs, Forbidden Knowledge safety, and Top Ten Worst. Also, Quotes and RACSD are good.
Anyone knows blue is for sarcas'ing in · "Take 10 SAN damage from Dark Orchid" · Use of gray may indicate nitpicking · Green is sincerity
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2014-03-01, 06:51 AM (ISO 8601)
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- Aug 2011
Re: Dysfunctional Rules Thread V: Dysfunctions All the Way Down
I agree here. This is more of a problem with any weapon.
Heck, it goes beyond CDG. There are some things where a greatsword is still going to have very little penetration. A spear on a Colossal Creature? That's going to be similar to stabbing someone with a 1" needle. Greatswords aren't going to be any better there either.
I think this falls under the general idea that abstract damage has some major oddities. But it isn't a rules dysfunction per se.
Though, perhaps CDG with non-lethal damage is a rules dysfunction. And a Whip is an especially odd version of that.
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2014-03-01, 07:07 AM (ISO 8601)
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- Feb 2014
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- Arcadia
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Re: Dysfunctional Rules Thread V: Dysfunctions All the Way Down
The thing is, even if you deal 0 damage, a DC 10 fort save is still required. (which may be a dysfunctional rule on itself). So even if our whip barely scratches the dragon's scales, he still risks dying. Pretty stupid, since your whip has about as much effect as if you were attacking the dragon while it isn't helpless. Only if its helpless, the dragon has to make a fortitude save to avoid dropping dead for no reason.
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2014-03-01, 07:17 AM (ISO 8601)
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- Aug 2011
Re: Dysfunctional Rules Thread V: Dysfunctions All the Way Down
Whenever damage reduction completely negates the damage from an attack, it also negates most special effects that accompany the attack, such as injury type poison, a monk’s stunning, and injury type disease. Damage reduction does not negate touch attacks, energy damage dealt along with an attack, or energy drains. Nor does it affect poisons or diseases delivered by inhalation, ingestion, or contact.
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2014-03-01, 09:16 AM (ISO 8601)
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- May 2007
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- The Land of Cleves
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Re: Dysfunctional Rules Thread V: Dysfunctions All the Way Down
The permanency one isn't a dysfunction; it's just the way the spell works. If you dispel the spell itself, it's gone. If you dispel the permanency, then the spell reverts to its normal duration, which is probably already expired, and so it's probably gone. RAW, you get two opportunities to dispel it, which appears to be just how it was intended.
Time travels in divers paces with divers persons.
—As You Like It, III:ii:328
Chronos's Unalliterative Skillmonkey Guide
Current Homebrew: 5th edition psionics
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2014-03-01, 09:22 AM (ISO 8601)
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- Aug 2011
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2014-03-01, 11:06 AM (ISO 8601)
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- Jun 2006
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- Fairfield, CA
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Re: Dysfunctional Rules Thread V: Dysfunctions All the Way Down
Wiki - Q&A - FB - LIn - Tw
d20r Compilation PDF - last updated 9.11.14
d20r: Spells (I-L) - d20r: Spells (H) - d20r: Spells (G) - d20r: Spells (F) - d20r: Spells (E) - d20r: Spells (D) - d20r: Wizard class
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2014-03-01, 11:15 AM (ISO 8601)
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- Apr 2013
Re: Dysfunctional Rules Thread V: Dysfunctions All the Way Down
Lucid Dreaming + Grappling . I have to be nerdy and strong to send you off to la la land.
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2014-03-01, 12:19 PM (ISO 8601)
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Re: Dysfunctional Rules Thread V: Dysfunctions All the Way Down
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2014-03-01, 02:00 PM (ISO 8601)
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- May 2013
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- A world all my own
Re: Dysfunctional Rules Thread V: Dysfunctions All the Way Down
I reserve the right to be wrong and will use that right whenever it happens
78% of DM's started their first campaign in a tavern. If you're one of the 22% that didn't, copy and paste this into your signature.
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2014-03-01, 03:05 PM (ISO 8601)
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- Aug 2010
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2014-03-01, 03:34 PM (ISO 8601)
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- Jan 2011
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- Why am I here?
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2014-03-01, 05:22 PM (ISO 8601)
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- Dec 2012
Re: Dysfunctional Rules Thread V: Dysfunctions All the Way Down
The Nereid from Stormwrack has 2 semi-dysfunctions with it.
Firstly, the Nereid has a touch that has the effect of DC 16 fort or begin drowning, which as we all know is entirely unavoidable and culminates in death, making this CR 4 monster unnaturally dangerous.
Secondly, it makes mention of a magical shawl of seafoam that, if destroyed, results in the Nereid's death in an hour. The Nereid has nothing to fear from this eventuality, since the shawl has no stats and thus cannot even be damaged, and separation from the shawl has no ill effects.Kolyarut Avatar by Potatocubed.
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2014-03-02, 12:58 AM (ISO 8601)
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- May 2009
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- Fl
Re: Dysfunctional Rules Thread V: Dysfunctions All the Way Down
The PF spell Instant Armor replaces currently worn garments, which is pretty damn weird on its own to be honest (be glad it's explicitly opaque unlike normal force effects), but means that unless you make full plate, you are barefoot.
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2014-03-02, 03:06 AM (ISO 8601)
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- May 2013
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- Gainesville, GA
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Re: Dysfunctional Rules Thread V: Dysfunctions All the Way Down
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2014-03-02, 05:02 PM (ISO 8601)
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- Aug 2013
Re: Dysfunctional Rules Thread V: Dysfunctions All the Way Down
The ghaele's protective aura. It functions as a lesser globe of invulnerabilty, which it cannot turn off. This supresses it's own spell like abilities. it cannot use aid, color spray, cure light wounds, disguse self, comprehend languages, or see invisability. It can read your mind, but not if you are standing next to it.
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2014-03-02, 07:08 PM (ISO 8601)
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- May 2009
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- Fl
Re: Dysfunctional Rules Thread V: Dysfunctions All the Way Down
(PF) The alchemist's "bombs" feature explicitly gives a weight (1 ounce, 1/16th of a pound) for a "prepared" bombed and says an alchemy kit (5 pounds) is assumed to have everything needed to prepare bombs.
While it's impossible for a single Alchemist to get the 81 bombs needed to exceed the kit's weight (I got 56 as the highest number in a day. Mythic could prob swing it a bit higher, as could using PFS's rule that you get extra bombs in place of brew potion, but I don't think it will add 24 no matter what you do), nothing says multiple alchemists can't use the same kit. If 3 decent level alchemists all drew from the same kit, they could get more catalyst than the kit weighs.
Another one that's hardly new (but I don't think has been mentioned here).
The PF trait Unnatural Presence lets you intimidate on animals... which you can do anyways, and vermin... which you could also do already, but most are mindless and immune to fear effects as a result.Last edited by deuxhero; 2014-03-02 at 07:45 PM.
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2014-03-02, 09:30 PM (ISO 8601)
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- May 2006
Re: Dysfunctional Rules Thread V: Dysfunctions All the Way Down
3.5:
The Summon Instrument spell is a Conjouration (Summoning) spell with a duration of 1 min./level. The Summoning Subschool says "When the spell ends or is dispelled, a summoned creature is instantly sent back to where it came from, but a summoned object is not sent back unless the spell description specifically indicates this" (emphasis added). Summon Instrument does not specifically say the instrument goes anywhere. Which means by RAW, it sticks around after the duration is over. You only need to cast it once, apparently. Of what use is the duration?Last edited by Jack_Simth; 2014-03-02 at 09:31 PM.
Of course, by the time I finish this post, it will already be obsolete. C'est la vie.
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2014-03-02, 09:50 PM (ISO 8601)
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- Aug 2010
Re: Dysfunctional Rules Thread V: Dysfunctions All the Way Down
Not really that odd for several reasons. The materials in the kit are obviously inert in whatever form their in (supported by the fact bombs go back to being inert if you don't fling them soon). Plus, given how the bombs are explosive, it's highly likely a reaction that involves preparing them would involve absorbing compounds from the air, increasing its mass (likely nitrogen and oxygen).
Avatar by TinyMushroom.
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2014-03-02, 09:59 PM (ISO 8601)
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Re: Dysfunctional Rules Thread V: Dysfunctions All the Way Down
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2014-03-02, 10:15 PM (ISO 8601)
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- May 2006
Re: Dysfunctional Rules Thread V: Dysfunctions All the Way Down
Changing the general rule would break Instant Summons, causing that to need revision.
I'm not going to lay claim to exactly where the dysfunction lies. But the net effect is that something needs to be updated for things to make sense.Of course, by the time I finish this post, it will already be obsolete. C'est la vie.
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2014-03-02, 10:28 PM (ISO 8601)
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- Aug 2011
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2014-03-02, 10:37 PM (ISO 8601)
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- May 2006
Re: Dysfunctional Rules Thread V: Dysfunctions All the Way Down
Which would be a revision. Yes, that is indeed one way to deal with it. However, now you're making two changes (and who knows how many others to other effects out there) - wouldn't it be simpler just to add "and the instrument vanishes at the end of the spell's duration" rather than deleting a line from the summoning subschool and changing the subschool on another spell?
Regardless, though, if it obviously needs changing, it is dysfunctional, no?Of course, by the time I finish this post, it will already be obsolete. C'est la vie.
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2014-03-02, 10:44 PM (ISO 8601)
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- Aug 2011
Re: Dysfunctional Rules Thread V: Dysfunctions All the Way Down
Yeah, it's definitely dysfunctional. Rather than have special rules for all sorts of spells though, I think the sensible revision would be one that makes clear distinctions between them. Right now the difference between calling, teleportation, and summoning is quite muddled (particularly with regards to objects).
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2014-03-03, 01:40 AM (ISO 8601)
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- Feb 2013
Re: Dysfunctional Rules Thread V: Dysfunctions All the Way Down
A tarrasque with over one million non lethal cannot be.killed, even by wish or miracle. It specifies it must be at 868 nonlethal for them to work. Good luck keeping careful track.of the ones digit of your damage.
Last edited by ZamielVanWeber; 2014-03-03 at 01:40 AM.
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2014-03-03, 02:20 AM (ISO 8601)
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Re: Dysfunctional Rules Thread V: Dysfunctions All the Way Down
Projects: Homebrew, Gentlemen's Agreement, DMPCs, Forbidden Knowledge safety, and Top Ten Worst. Also, Quotes and RACSD are good.
Anyone knows blue is for sarcas'ing in · "Take 10 SAN damage from Dark Orchid" · Use of gray may indicate nitpicking · Green is sincerity
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2014-03-03, 02:27 AM (ISO 8601)
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- Aug 2011
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2014-03-03, 02:32 AM (ISO 8601)
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- May 2013
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Re: Dysfunctional Rules Thread V: Dysfunctions All the Way Down
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2014-03-03, 02:36 AM (ISO 8601)
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- Feb 2013
Re: Dysfunctional Rules Thread V: Dysfunctions All the Way Down
That is not a good.example for.internal consistency. One is a prerequisite, the other a random chunk of rules text from a monster block that creates a unique condition when it can die.