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2011-10-07, 10:59 AM (ISO 8601)
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- Mar 2011
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Re: "Wait, that didn't work right" - the Dysfunctional Rules Collection
That's how ordinary combat works anyway. You cast and then back up. They follow you. You cast and then back up. They follow you. What's the point of doing this twice as quickly?
Jude P.
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2011-10-07, 11:13 AM (ISO 8601)
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- Nov 2010
Re: "Wait, that didn't work right" - the Dysfunctional Rules Collection
Creatures with the cold subtype don't take any extra damage from lava:
Lava Effects
Lava or magma deals 2d6 points of damage per round of exposure, except in the case of total immersion (such as when a character falls into the crater of an active volcano), which deals 20d6 points of damage per round.
Damage from magma continues for 1d3 rounds after exposure ceases, but this additional damage is only half of that dealt during actual contact (that is, 1d6 or 10d6 points per round).
An immunity or resistance to fire serves as an immunity to lava or magma. However, a creature immune to fire might still drown if completely immersed in lava.
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2011-10-07, 12:05 PM (ISO 8601)
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- Sep 2011
Re: "Wait, that didn't work right" - the Dysfunctional Rules Collection
The surprise round consists of a standard action or a move action, and a swift.
Casters only need a standard and a swift to cast two spells. They get both.
Warriors need a full-round-action to attack more than once. They don't get it.
Surprise rounds are inherently better for casters.
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2011-10-07, 12:11 PM (ISO 8601)
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- Dec 2006
Re: "Wait, that didn't work right" - the Dysfunctional Rules Collection
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2011-10-07, 01:07 PM (ISO 8601)
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- Oct 2006
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- Meridianville AL
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Re: "Wait, that didn't work right" - the Dysfunctional Rules Collection
You forgot the part where the warrior attacks in there, of course he probably DOESN'T get to attack in a surprise round and he gets to attack in normal combat.
The rapid-shot based archer, one attack in a surprise round. The melee TWF rogue with 5 attacks a round, gets 0 or 1 attacks depending on whether you are in partial charge range or not.
In normal combat the wizard must either move away (provoking AoO AND then getting charged for another attack) or he shifts away and hope his foe isn't using a reach weapon and STILL gets full attacked.
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2011-10-07, 01:43 PM (ISO 8601)
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- May 2004
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- Enterprise, Alabama
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Re: "Wait, that didn't work right" - the Dysfunctional Rules Collection
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2011-10-07, 01:53 PM (ISO 8601)
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- Apr 2011
Re: "Wait, that didn't work right" - the Dysfunctional Rules Collection
It's worse. Archer gets one attack in surprise round, melee fighter gets one or zero, Wizard gets to cast quickened [something nasty], follow it up with Time Stop, toss out 1d4 [other nasty spells], then teleport away in the last round of TS. At lower levels, it's less extreme, but still true. Heck, level one - deaf, blind rat on a leash gives a surprise round; you likely aren't adjacent to a melee type even if you lose initiatives, you cast expeditious retreat and flee safely starting the next round
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2011-10-07, 02:48 PM (ISO 8601)
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- Sep 2011
Re: "Wait, that didn't work right" - the Dysfunctional Rules Collection
This is. If all of your opponents are casters, you're no worse off. If any of them are not, you get a free round on them. Without full attacks you have nothing to fear from non casters. You have nothing to lose and everything to gain.
As for moving away in normal combat, easy Tumble check, Swift/Immediate Teleports... not hard at all. Either way you're still not being full attacked. The point though is to get free rounds by doing virtually nothing in a way that doesn't really make sense but yet somehow still works.Last edited by Basket Burner; 2011-10-07 at 02:52 PM.
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2011-10-07, 02:54 PM (ISO 8601)
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- Nov 2009
Re: "Wait, that didn't work right" - the Dysfunctional Rules Collection
If you are a pouncing barbarian you get a full attack with a partial charge. That means that a slowed barbarian can full attack enemy between 10-30 feet but can only make one attack against adjacent enemy.
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2011-10-07, 05:06 PM (ISO 8601)
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- Sep 2011
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2011-10-07, 06:49 PM (ISO 8601)
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- Feb 2011
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- WI
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Re: "Wait, that didn't work right" - the Dysfunctional Rules Collection
The Physical Power mantle in Complete Psionic grants the following ability: As a tree action, expend your psionic focus to gain a +2 to Str, Dex, or Con for 1 round.
So, what if you're not a tree?
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2011-10-07, 09:00 PM (ISO 8601)
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- May 2006
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2011-10-07, 09:38 PM (ISO 8601)
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- Mar 2011
Re: "Wait, that didn't work right" - the Dysfunctional Rules Collection
Gets really hilarious in the case of crystal balls:
...The user may look into the ball, concentrate on any place or object, and cause the iWizard of the place or object to appear. A crystal ball may be used three times per day, for up to one turn per use. The more familiar the object or area, the clearer the iWizard.
I wonder if itcan play music?gives a circumstance bonus to Perform and Concentration checks?
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2011-10-09, 04:55 PM (ISO 8601)
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- Mar 2010
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Re: "Wait, that didn't work right" - the Dysfunctional Rules Collection
Anything killed by negative levels becomes a Wight. Wight is a creature, not a template.
Therefore, if you kill a Great Wyrm Red Dragon with Negative Levels, it will rise as a Medium, distorted-human-shaped undead with very few attacks compared to the Dragon.
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2011-10-09, 05:33 PM (ISO 8601)
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- Mar 2011
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Re: "Wait, that didn't work right" - the Dysfunctional Rules Collection
The diehard feat is useless: At negative hp, unless you have negative nonlethal damage, you're unconcious anyways.
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2011-10-09, 05:36 PM (ISO 8601)
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- Sep 2011
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Re: "Wait, that didn't work right" - the Dysfunctional Rules Collection
Warshapers can grow natural attacks.
It doesn't say how many.
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2011-10-10, 12:55 AM (ISO 8601)
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- Aug 2007
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Re: "Wait, that didn't work right" - the Dysfunctional Rules Collection
So you never have to interrupt a game to look up a rule again:
My 3.5e Rules Cheat Sheets: Normal, With Consolidated Skill System
TOGC's 3.5e Spell/etc Cards: rpgnow / drivethru rpg
Utilities: Magic Item Shop Generator (Req. MS Excel), Balanced Low Magic Item System
Printable Cardstock Dungeon Tiles and other terrain stuff (100 MB)
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2011-10-10, 10:02 AM (ISO 8601)
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- May 2004
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- Enterprise, Alabama
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Re: "Wait, that didn't work right" - the Dysfunctional Rules Collection
I think that is on purpose: so you have many tentacles like Mindflayers or carrison crawlers you are "shaping" into.
It would hurt the class to limit the number. They already limit you by giving only +1 to # natural attack per move action.
Only Changelings/weres/Druids that get at will/hr long changing can do the move action to get that many.
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2011-10-10, 12:27 PM (ISO 8601)
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- Jan 2007
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Re: "Wait, that didn't work right" - the Dysfunctional Rules Collection
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2011-10-10, 12:47 PM (ISO 8601)
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- Mar 2008
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- NYC
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Re: "Wait, that didn't work right" - the Dysfunctional Rules Collection
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2011-10-10, 12:57 PM (ISO 8601)
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- Nov 2009
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2011-10-10, 01:09 PM (ISO 8601)
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- Nov 2007
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- Indianapolis
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Re: "Wait, that didn't work right" - the Dysfunctional Rules Collection
Being able to cast Polymorph does qualify you.. Wizard/Master Transmogrifist/Warshaper would be an interesting approach to a shapeshifting-focused character. Gets there later than the (Druid or Wildshape Ranger)/MoMF/Warshaper standard, but it does keep a lot more casting.. and Master Transmog's Infinite Variety is really neat and wildly open to abuse (heck, the actual example for it is hacking a Giant Octopus's huge mass of tentacle attacks onto a dragon. Or if you want to never die, grab a War Troll's regeneration and staple it onto something with high Fast Healing.)
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2011-10-10, 03:07 PM (ISO 8601)
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- Oct 2010
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2011-10-10, 03:32 PM (ISO 8601)
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- Mar 2011
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Re: "Wait, that didn't work right" - the Dysfunctional Rules Collection
Oh hey, here's one I found the other day. Dragon Magazine #355 gives a Monk style for shifters, the Way of the Shackled Beast.
1st-level skill bonus: Jump
1st-level feat: Fear No Binds
2nd-level feat: Beast Strike
6th-level feat: Disruptive Strike
6th-level bonus ability: You may use your flurry of blows ability at the end of a successful charge. (Prerequisites: Jump 9 ranks, Two-Weapon Fighting)
Edit: Oh yeah, and even though on page 77 it says "Disruptive Strike", on page 76 where it describes the feat it's actually called "Disrupting Strike".Last edited by noparlpf; 2011-10-10 at 03:37 PM.
Jude P.
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2011-10-16, 08:38 PM (ISO 8601)
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- Aug 2010
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Re: "Wait, that didn't work right" - the Dysfunctional Rules Collection
Heres a nice one, put a creature in acid or lava. They die of drowning unless they can walk along the bottom because the Swim skill only works for water. Also, you can swim in frozen water(ice).
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2011-10-16, 09:15 PM (ISO 8601)
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- Aug 2009
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- Western New York
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Re: "Wait, that didn't work right" - the Dysfunctional Rules Collection
It might already be on here cuz I only looked through the first 3 pages, but...
You add your dex bonus to your AC
Some monsters with like 4 dex have negative bonuses
With armor lets say they have a 16 AC flatfooted
This means when they know whats going on, and ARENT flatfooted, they have 12 AC
My DM says in a past game he used this to piss off the rogue. Sneak attack never hit on these guys, while any other time it hit WITHOUT the extra d6'sYou Know What I Mean - A Hot Rock Massage!
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2011-10-16, 09:17 PM (ISO 8601)
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- Apr 2007
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2011-11-01, 02:40 PM (ISO 8601)
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- Sep 2011
Re: "Wait, that didn't work right" - the Dysfunctional Rules Collection
Speak up sonny!
The Listen DC to hear that people are talking is DC 0, however you have to beat the DC by 10 to understand what was being said.
That means that if an average person with no ranks and Wis 10 is addressed in a clear, strong voice by someone 10 feet away there is only a 50% chance they will understand what is being said and will have extreme difficulty carrying on a conversation with them. As the DC is 11, taking 10 is impossible, meaning that the typical conversation between two ordinary people sounds more like that of the elderly, who are LESS likely to have trouble being hard of hearing.
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2011-11-01, 02:56 PM (ISO 8601)
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- Mar 2011
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Re: "Wait, that didn't work right" - the Dysfunctional Rules Collection
Likewise, you should be able to avoid any and all confrontations simply by using Diplomacy. Once you get a +15 modifier, 50% of the time you can change a target from hostile to indifferent. At +24, this works all the time, and you have a decent chance of getting a hostile foe to become friendly. At +34, anybody, even if they hate you, will become friendly if you just talk to them.
To do this quickly (one round rather than ten) requires a -10 penalty, but even so, with slight optimization one should be able to turn absolutely anybody into a friend in under six seconds. (Being able to speak extra languages helps. This requires either 80-90 skill points and Speak Language as a class skill, Permanancied Tongues, or just assuming (rightly) that just about everything can speak Common.)Jude P.
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2011-11-01, 02:59 PM (ISO 8601)
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- Jul 2010
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- San Jose, CA
Re: "Wait, that didn't work right" - the Dysfunctional Rules Collection
Diplomacy optimization is not worth it. After doing this schtick once or twice, rest assured all your encounters are going to be with Golems and undead. Or mechanical traps. Or thousands of archers attacking in volley from large range before you get a chance to talk.
Last edited by Vladislav; 2011-11-01 at 03:00 PM.