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Thread: Rules That Don't Make Sense
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2014-11-03, 07:25 PM (ISO 8601)
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Re: Rules That Don't Make Sense
π = 4
Consider a 5' radius blast: this affects 4 squares which have a circumference of 40' — Actually it's worse than that.
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2014-11-03, 07:28 PM (ISO 8601)
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Re: Rules That Don't Make Sense
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2014-11-03, 07:33 PM (ISO 8601)
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2014-11-03, 08:07 PM (ISO 8601)
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Re: Rules That Don't Make Sense
Dascarletm, Spinner of Rudiplorked Tales, and Purveyor of PunsThanks to Artman77 for the avatar!
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2014-11-03, 08:17 PM (ISO 8601)
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Re: Rules That Don't Make Sense
Can we talk about armored spellcasting? What the damn hell were they thinking making it so hard for arcane spellcasters to cast spells in armor? They did realize that mage armor lasts 1 hour/level, right? Sometimes it just amazes me how little understanding most of the developers had of their own system. Polymorph any object isn't broken but a sorcerer in full plate is?
And what about divine spellcasters? How come they get off scot free? Their spells have somatic components too. Or is this just another example of the developers figuring for some reason that divine magic is weaker than arcane magic because there aren't as many blasting spells?
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2014-11-03, 08:18 PM (ISO 8601)
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Re: Rules That Don't Make Sense
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2014-11-03, 08:21 PM (ISO 8601)
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Re: Rules That Don't Make Sense
I think part of the justification for divine casting having no ASF is that they also use the holy symbol as a focus, and are effectively casting their spells through the holy symbol. Most of the things like that (wizards don't wear armor, only rogues can find/disable traps, etc) are carried-over thematic decisions from earlier editions (and by earlier I mean White Box).
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2014-11-03, 08:21 PM (ISO 8601)
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Re: Rules That Don't Make Sense
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2014-11-03, 08:23 PM (ISO 8601)
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Re: Rules That Don't Make Sense
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2014-11-03, 08:27 PM (ISO 8601)
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Re: Rules That Don't Make Sense
Probably because everyone originally thought of them as Heal-bots.
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2014-11-03, 08:29 PM (ISO 8601)
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Re: Rules That Don't Make Sense
it is impossible to overstate the designers' lack of basic competence with the system.
They didn't think people would cast mage armor that often since that's totally a slot you could use for awesome spells like burning hands, man
Yes, divine's "lack of blasting" (which really isn't true. even just in core, druid's one of the best lists to blast) was part of the reason they're allowed to ignore ASF.
They also thought that stealing/destroying/sundering/etcing the divine caster's holy symbol would be more of a thing than it is. as it stands, most people just sort of ignore/forget about it or agree not to mess with it in the interests of more enjoyable play, like not targeting the wizard's spellbook or not making the pally fall every 5 minutes.
this is because, as we all know from reading about the "playtesting" for 3.x, no one really did anything with their characters. the sample druid never wildshaped once, and the sample cleric essentially did nothing but healbot. if that's all the playtesters observed the class doing and thus assumed that's all it was capable of, they would wrongly infer that it didn't need an ASF-like mechanic as a balancing factor because it "didn't do anything" (read: inflict hit point damage on enemies)I've got a new fantasy TTRPG about running your own fencing school in a 3 musketeers pastiche setting. Book coming soon.
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2014-11-03, 08:39 PM (ISO 8601)
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Re: Rules That Don't Make Sense
The designers also allegedly made divine casters OP by design, due to the experiences in previous editions where the divine caster's player was, essentially, the one who drew the proverbial short straw. They wanted to make the class more appealing on paper, on the theory that, in practice, the divine caster would still be relegated to the role of 'party Band-Aid' during combat. One might say they overshot the mark a bit. *cough*
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2014-11-03, 08:40 PM (ISO 8601)
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Re: Rules That Don't Make Sense
Magic-Users just straight-up couldn't use any armor without losing access to spellcasting. So casting arcane spells is difficult in armor, but doable for whatever reason I can't comprehend (it might have been some AD&D thing, I guess).
It's part of the general buff that spellcasting got to make playing as Wizards more attractive, along with Concentration checks, standard action spellcasting, scaling spell DCs and increased spell slots.
Clerics got away with wearing armor since they were pretty much just worse Fighting Men with some healing and buffing spells added in. (They're fighty because they were basically vampire hunters when Gygax first made them as opponents for his PC vampire. Also, take a look at some of the early Cleric spell lists. They're pretty dire.)
Druids, meanwhile, are Clerics with some added Magic User-y spells. Note the lack of decent armor.
So TRADITION, basically. Let's ignore the magical elves prancing around in armor casting spells for the moment.
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2014-11-04, 01:17 AM (ISO 8601)
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Re: Rules That Don't Make Sense
Not sure if anyone ever mentioned it, but warlocks are restricted to be chaotic or evil, but there is no way to lose their class features, nor is there any text about they can't level up when they leave their alignment.
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2014-11-04, 01:20 AM (ISO 8601)
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Re: Rules That Don't Make Sense
Doesn't strike me as all that odd. I mean, the same can be said of the Blackguard, but there's plenty of examples in fiction of characters turning from the left-hand path and wielding the devil's own power against him. In fact, there's a prestige class devoted to that archetype, the Enlightened Spirit.
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2014-11-04, 02:11 AM (ISO 8601)
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Re: Rules That Don't Make Sense
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2014-11-04, 02:15 AM (ISO 8601)
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2014-11-04, 02:26 AM (ISO 8601)
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Re: Rules That Don't Make Sense
A Pathfinder one:
Originally Posted by Rules text for Wall of Iron
My best guess is that it's actually Fool's Iron, aka Gold Pyrite.Imagine if all real-world conversations were like internet D&D conversations...
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2014-11-04, 02:27 AM (ISO 8601)
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Re: Rules That Don't Make Sense
Last edited by Venger; 2014-11-04 at 02:28 AM.
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!
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2014-11-04, 03:15 AM (ISO 8601)
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2014-11-04, 04:23 AM (ISO 8601)
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2014-11-04, 04:34 AM (ISO 8601)
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Re: Rules That Don't Make Sense
I don't see any problem with that. Why would you forget your abilities because you changed your outlook on life? Those two are not connected.
Paladins and similar classes are a bit different. They are written in a way that they do not acquire their abilities through hard work but are granted them from a higher power, so they can be taken away. What I don't understand about them is why skills are removed as well.
The multiclassing restriction of paladins and monks I don't understand at all.
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2014-11-04, 04:43 AM (ISO 8601)
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2014-11-04, 04:51 AM (ISO 8601)
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Re: Rules That Don't Make Sense
It's right there in the Grapple rules:
Originally Posted by SRD
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2014-11-04, 05:27 AM (ISO 8601)
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2014-11-04, 06:30 AM (ISO 8601)
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Re: Rules That Don't Make Sense
OK, I can accept it about the Nightbringer Initiate
But what's about the Pestilence domain?
Same situation: there is Create Greater Undead, but no Create Undead (or Animate Dead, for that matter)
Also, about the pestilence... Plague Spewer (undead from MM3) canVomit Rat Swarm (Su): As a full-round action, a plague spewer can spew forth a rat swarm (see Monster Manual page 239). It can do this up to four times per day.
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2014-11-04, 07:47 AM (ISO 8601)
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Re: Rules That Don't Make Sense
With domain lists, things like that are understandable. There's only so much room on a domain list, and so often, there will be some spell that you'd rather put in instead. It's not like a class spell list where you can just include both.
And rats, even living ones, have always been associated with death and decay. It's a dead thing that has live rats living in it. Doesn't seem so odd to me.Time travels in divers paces with divers persons.
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2014-11-04, 08:34 AM (ISO 8601)
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Re: Rules That Don't Make Sense
But ghouls, ghasts, and mummies are all spreading various diseases. (It's total a 3/4 total of Create Undead repertoire!)
Shadows, Wraiths, Spectres, and Devourers are not. (CGU - 0/4!!!)
Even Animate Dead may do better, because of Diseased Zombie from the Libris Mortis.
You see, those rats are not like a Summon Swarm spell or something, i. e. they are not disappearing with time. This ability is able create real living creatures!
Making of real living creatures from a thin air may be silly enough. But living creatures from undead...
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2014-11-04, 08:58 AM (ISO 8601)
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Re: Rules That Don't Make Sense
@ShurikVch:
I see the hiccup in your thinking via rat-swarm spewing undead. The undead creature isn't creating anything. It's simply harboring a rat swarm inside it and forcibly ejects them as a special attack.I am not seaweed. That's a B.
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2014-11-04, 09:32 AM (ISO 8601)
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Re: Rules That Don't Make Sense
Maybe, as fluff.
But as far as crunch go, captured and restrained Plague Spewer can 4/day give source of sustenance for some subterranean tribe
Also, "kill all" attacks, such as Blasphemy doesn't kill rats inside, and DoT effects (such as being on Black Sand) are not affect them too
And, finally, Huge+ creature which died from the PS's Plague, "rises as a plague spewer in 1d4 days", even if it doesn't touch a rat in whole life, an was buried in airtight sealed sarcophagus.