Commonly Overlooked Rules


Advice

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Grand Lodge

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I am looking to put together a list of commonly overlooked rules, for a quick reference to be used by new players and new DMs.

Example: Elves sleep.

Anyone know of others, or where such a list exists?


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Well the one's I see as player mistakes the most are

- 3 ranks in acrobatics gives a +1ac bonus when fighting defensively... this does not apply to combat expertise

- anything that adds to your attack rolls also adds to cmb

- dodge and deflection bonuses add to cmd and anything that reduces ac also reduces cmd

- you can't use a swift action after using an immediate action in the previous round

- just because it says monk weapon doesn't mean monks are proficient

- you can't sneak attack a target with concealment

- a creature with DR/magic counts its natural weapons as magic

- you can still make a full attack while grappled (though only with one hand)

- and the most important: don't worry so much about the rules and jusy have fun.

Grand Lodge

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Good.

Also, Sneak Attack works on Undead.

More?


There are a bunch of rules in terrain and enviroment that are a bit obscure. Hampered movement through vision and terrain can get ugly.

But the tertain and vision stuff is hidden. A creature subject to ash storm I think uses 6 squares of movement to move 5' diagonally per the doubled movement rules.


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You can notice that there is an invisible creature within 30ft with a DC 20 perception check

Silver Crusade RPG Superstar 2014 Top 16

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A Paladin can Smite multiple creatures at the same time


Encumberance is ignored a lot.
Gold weight
Higher Ground combat modifiers.
Lots of the nitpicky rules to be honest.

Dark Archive

Wouldn't rules questions be a better forum for this?

Grand Lodge

Cory Stafford 29 wrote:
Wouldn't rules questions be a better forum for this?

No.

This is looking for advice on what to put into a quick reference guide.

No actual rules question is being asked.

Grand Lodge

I never figured there would be so little.


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Terrain rules. Like maximum perception distance and penalties to hearing based perception in forests.


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Here are some.


Damage from exposure in a cold environment is untyped damage, not cold damage.


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Often confused - Sneak attack applies to any attack it qualifies for, not once per round (despite the repeated rules question threads every once in awhile).

Diplomacy/Intimidate - Requires either a standard action or one minute. In other words, you can demoralize or ask for a favor (assuming a friendly attitude) as a standard action. Any other use of the two skills requires one minute of talking, which you may not be allowed depending on the NPCs state of mind (a aggressive person might attack while you're diplomacying for example).

Traits - Not all traits give trait bonuses, some give untyped, and some give luck, some morale.

Liberty's Edge

It is amazing all the things people over look. I was part of something like this on another site maybe 6 months ago, and mentioned that Pathfinder had increased the rate at which feats accumulated, and I had multiple people just shocked, people, mind you, who had been playing Pathfinder for years and had even been DMing pathfinder for years.

Scarab Sages

Weapon bonuses stack for trip, sunder and disarm attacks.

5' steps in difficult terrain not permitted.

The overall mixing of actions with Vital Strike.

You can' take AoOs using Total Defense.


The Paladin power to Detect Evil is a spell-like power, which means it provokes if done in a threatened area, but may be done defensively with a successful Concentration check (and a Paladin's Caster Level for her Detect Evil power is equal to her Paladin level, rather than her Paladin-level-minus-three, which is (normally) her Caster Level for Paladin spells.

A Paladin's Lay on Hands power requires her to have a hand free, even when used on herself as a swift action - so a sword-and-board Pally had better be using a buckler or small shield if she wants to heal herself that way.

Casting a Quickened Spell is a swift action that is specifically called out as not provoking - but that doesn't mean that NO swift action provokes. The general rule is that if doing X as move (or standard) action provokes, then doing X as a swift (or free) action ALSO provokes, (unless the ability/item/spell you used to make doing X a swift (or free) action specifically says otherwise).


People ignore the time it takes to disarm a trap, which varies by the DC. I am guilty of this as well when I GM a game. Even though I know the rule I still forget it when I am running a game.

A rule I ignore is the one where your magic items are damaged on a nat 20.


Taking 10 no longer increases the time necessary to complete the action, you simply need to be performing a task with no failure penalty and not be distracted (in combat for example).

Rules you may want to ignore:

Lay on Hands and Channel Energy are both supernatural abilities, so per RAW they can't stop Bleed damage. Fast healing and regeneration also don't stop bleeding.

Also per RAW a character with total concealment (EG from stealth or the Darkness spell) does not treat his target as flat-footed, his target is not denied dex, and he gets no bonuses on his attack roll. This is weird and something I would change.

Silver Crusade RPG Superstar 2014 Top 16

Not to derail, but Fast Healing absolutes shouldn't stop bleed. It specifically says it is normal healing, only faster, and normal healing doesn't stop Bleed damage.

Sczarni

Matthew Downie wrote:
Here are some.

I know the author of that list, who asked me to see if I could go over it and update it for our local PFS area, but it's two years old, and a lot of rules have changed since then. It would probably be faster to start from scratch than edit that enormous list.


I found out recently concealment is rolled by the defender.


Lord_Malkov wrote:

Taking 10 no longer increases the time necessary to complete the action, you simply need to be performing a task with no failure penalty and not be distracted (in combat for example).

...

Also per RAW a character with total concealment (EG from stealth or the Darkness spell) does not treat his target as flat-footed, his target is not denied dex, and he gets no bonuses on his attack roll. This is weird and something I would change.

Take 10 in 3.5 took the same amount of time. Not sure where you got the extra time.

Take 10 can be done when there is a failure penalty. Take 20 cannot.

For attacking from total concealment, there are threads about stealth and sneak attacking. It was pointed out that the rules are quite scattered, but the main item was that a combatant that is not aware of you does not get dex against you, allowing sneak attack from stealth. Search for the thread, as I don't recall where it was.

/cevah


Cevah wrote:
Lord_Malkov wrote:

Taking 10 no longer increases the time necessary to complete the action, you simply need to be performing a task with no failure penalty and not be distracted (in combat for example).

...

Also per RAW a character with total concealment (EG from stealth or the Darkness spell) does not treat his target as flat-footed, his target is not denied dex, and he gets no bonuses on his attack roll. This is weird and something I would change.

Take 10 in 3.5 took the same amount of time. Not sure where you got the extra time.

Take 10 can be done when there is a failure penalty. Take 20 cannot.

For attacking from total concealment, there are threads about stealth and sneak attacking. It was pointed out that the rules are quite scattered, but the main item was that a combatant that is not aware of you does not get dex against you, allowing sneak attack from stealth. Search for the thread, as I don't recall where it was.

/cevah

This is a bit of connect the dots for rules when it comes to stealth/concealment. A blind character is "not-aware" and is denied dex. A character attacked by an invisible creature is also "not-aware" and is denied dex. They both list the same justification: "You can't see your attacker", but there are no actual combat modifiers listed anywhere for concealment aside from the notes about miss chances and needing to find a square to target.

So, any application of simple logic would conclude that an attacker with total concealment would deny the defenders dex for the exact same reason that they would be denied dex if they were blind or if the attacker were invisible. It just isn't explicitly stated anywhere.

This is why I said per RAW and said that its not the way I would rule. But if someone were to be running a game and look up the concealment rules, they would find all the defensive implications of being concealed with no offensive benefit. It is also not listed in the combat modifiers chart where it instead lists the miss chance. This same chart does point out the stuff about blind and invisible however.


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137ben wrote:
Damage from exposure in a cold environment is untyped damage, not cold damage.

Incorrect.

James Jacobs wrote:
Claxon wrote:

James,

Can you make a ruling about the effectiveness of cold/fire resistance and evironmental dangers of heat and cold? Does cold/fire resistance negate the dangers of cold/heat? Does it reduce the lethal damage one would take if the fail the associated save? Does one get a bonus to fortitude save for their resistance? Inquiring minds would like to know.

Damage from cold temperatures is cold damage. Damage from hot temperatures is fire damage.

(Sits back and waits for someone to run with this post and cause a big scene over in the rules forums.)


Claxon wrote:
137ben wrote:
Damage from exposure in a cold environment is untyped damage, not cold damage.

Incorrect.

James Jacobs wrote:
Claxon wrote:

James,

Can you make a ruling about the effectiveness of cold/fire resistance and evironmental dangers of heat and cold? Does cold/fire resistance negate the dangers of cold/heat? Does it reduce the lethal damage one would take if the fail the associated save? Does one get a bonus to fortitude save for their resistance? Inquiring minds would like to know.

Damage from cold temperatures is cold damage. Damage from hot temperatures is fire damage.

(Sits back and waits for someone to run with this post and cause a big scene over in the rules forums.)

Rofl.... damn developers!

Grand Lodge

Readied actions can be accompanied with a 5ft step, if you have not moved that turn.

I always sort flabbergast individuals when I mention that one, if they didn't know.

Good list though.

I miss the time to disarm a trap. Good catch.

Also, if it's something that you want to debate, rules-wise, well, that is not going to help, unless it's only to say, there is a debate.

Silver Crusade

wraithstrike wrote:

People ignore the time it takes to disarm a trap, which varies by the DC. I am guilty of this as well when I GM a game. Even though I know the rule I still forget it when I am running a game.

A rule I ignore is the one where your magic items are damaged on a nat 20.

where is that magic item rule????? I don't remember seeing it anywhere and I can't seem to find it either.


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Oh that reminds me... a natural roll of 1 on a save versus a damaging spell can cause damage to your equipment.

From CRB:
Section on Saving Throws:
"A natural 1 (the d20 comes up 1) on a saving throw is always a failure (and may cause damage to exposed items; see Items Surviving after a Saving Throw)."
Items Surviving after a Saving Throw:
"Unless the descriptive text for the spell specifies otherwise, all items carried or worn by a creature are assumed to survive a magical attack. If a creature rolls a natural 1 on its saving throw against the effect, however, an exposed item is harmed (if the attack can harm objects). Refer to Table: Items Affected by Magical Attacks. Determine which four objects carried or worn by the creature are most likely to be affected and roll randomly among them. The randomly determined item must make a saving throw against the attack form and take whatever damage the attack dealt.

If the selected item is not carried or worn and is not magical, it does not get a saving throw. It simply is dealt the appropriate damage."

So, a 10d6 lightning bolt hits a caster, you roll a 1. The bolt does 35 avg damage. You roll on the table to determine what is hit. The bolt hits the caster's +6 headband of something.

An item has a saving throw of 2+1/2 Caster Level. So the CL 8 headband has a +6 to make its save (or the wearer's bonus, this isn't entirely clear)... say it fails.

The headband then takes 35 damage, this is halved because it is energy damage against an object so 17. Cloth has hardness 0 and 2 hit points... the headband is destroyed.


Lord_Malkov wrote:
Claxon wrote:
137ben wrote:
Damage from exposure in a cold environment is untyped damage, not cold damage.

Incorrect.

James Jacobs wrote:
Claxon wrote:

James,

Can you make a ruling about the effectiveness of cold/fire resistance and evironmental dangers of heat and cold? Does cold/fire resistance negate the dangers of cold/heat? Does it reduce the lethal damage one would take if the fail the associated save? Does one get a bonus to fortitude save for their resistance? Inquiring minds would like to know.

Damage from cold temperatures is cold damage. Damage from hot temperatures is fire damage.

(Sits back and waits for someone to run with this post and cause a big scene over in the rules forums.)

Rofl.... damn developers!

Are forum posts now considered rules sources? Even forum posts by people who don't develop the small mechanics? *confused...*

(or, more specifically, PFS does not consider forum posts to count as FAQ/Errata, and PFS is the only time strict RAW matters. Outside of PFS, of course any reasonable GM will just house-rule that damage from cold weather is cold damage.)


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Pathfinder Rulebook Subscriber

"Attack" is a standard action. It's practically "the" standard action but it trips people up. There are plenty of other actions that allow you to make attacks that are their own action.

Aasimar and tieflings, as native outsiders, have all outsider traits, including darkvision and proficiency with all martial weapons. If they are proficient with any armor, they are also proficient with shields.

Any character with a spell-like ability based on their class level likely qualifies for a number of surprising feats, such as item creation feats.

Cover prevents AoOs, so you can move behind an ally, then adjacent to an opponent with reach, to dogpile opponents without drawing AoOs.

Diplomacy "is generally ineffective in combat and against creatures that intend to harm you or your allies in the immediate future," and "Some requests automatically fail if the request goes against the creature’s values or its nature, subject to GM discretion."


Lord_Malkov wrote:

Oh that reminds me... a natural roll of 1 on a save versus a damaging spell can cause damage to your equipment.

From CRB:
Section on Saving Throws:
"A natural 1 (the d20 comes up 1) on a saving throw is always a failure (and may cause damage to exposed items; see Items Surviving after a Saving Throw)."
Items Surviving after a Saving Throw:
"Unless the descriptive text for the spell specifies otherwise, all items carried or worn by a creature are assumed to survive a magical attack. If a creature rolls a natural 1 on its saving throw against the effect, however, an exposed item is harmed (if the attack can harm objects). Refer to Table: Items Affected by Magical Attacks. Determine which four objects carried or worn by the creature are most likely to be affected and roll randomly among them. The randomly determined item must make a saving throw against the attack form and take whatever damage the attack dealt.

If the selected item is not carried or worn and is not magical, it does not get a saving throw. It simply is dealt the appropriate damage."

So, a 10d6 lightning bolt hits a caster, you roll a 1. The bolt does 35 avg damage. You roll on the table to determine what is hit. The bolt hits the caster's +6 headband of something.

An item has a saving throw of 2+1/2 Caster Level. So the CL 8 headband has a +6 to make its save (or the wearer's bonus, this isn't entirely clear)... say it fails.

The headband then takes 35 damage, this is halved because it is energy damage against an object so 17. Cloth has hardness 0 and 2 hit points... the headband is destroyed.

No DM who wants their players to have fun uses this rule.


It does seem pretty brutal, yeah.
It can also work the other way and blow up loot that you might otherwise have taken from an enemy.

But it IS a commonly overlooked (or unused) rule.


A secret society of Troll conspiracy governs Golarion from shadows.

(What? Is overlooked rule.)


30% of all magic items automatically emit light.


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I would recommend not posting things here unless you are absolutely sure on them. Doubly so for things that seem odd.


Lord_Malkov wrote:
[ . . . ]- a creature with DR/magic counts its natural weapons as magic[ . . . .]

Does this also apply to DR/silver, cold iron, alignment, and so forth?


Pathfinder Adventure Path, Starfinder Adventure Path Subscriber
RJGrady wrote:
Aasimar and tieflings, as native outsiders, have all outsider traits, including darkvision and proficiency with all martial weapons. If they are proficient with any armor, they are also proficient with shields.

While their type is outsider, Aasimar and tieflings have no outsider Hit Dice, only hit dice from class levels, so their proficiencies are determined by their class, not their type.

Liberty's Edge

Cheapy wrote:
I would recommend not posting things here unless you are absolutely sure on them. Doubly so for things that seem odd.

The rule we used in the two year old thread that Cheapy started and I summarized in the link above was along the lines if: "If there is disagreement that is more than error followed by correction, make a new thread and link to it. Worked well in the active period of that thread with some reminders.

BBT, I still have the Word file that I used for that list. If it would be helpful as a starting point for you, PM me an email and I'll send it.

Grand Lodge

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RJGrady wrote:


Aasimar and tieflings, as native outsiders, have all outsider traits, including darkvision and proficiency with all martial weapons. If they are proficient with any armor, they are also proficient with shields.

The proficiency you speak of comes from racial HD.

So, Aasimar and Tiefling without racial HD, don't automatically gain those proficiencies.

This has been brought up before.


Taku Ooka Nin wrote:
Lord_Malkov wrote:
[ . . . ]- a creature with DR/magic counts its natural weapons as magic[ . . . .]

Does this also apply to DR/silver, cold iron, alignment, and so forth?

Nope. Just DR/Magic and epic.


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Boiling water does scalding damage. You can boil a red dragon alive. You know, like a lobster.

Grand Lodge

It would be nice to eventually have something like: A Guide to Commonly Overlooked Rules.

That is sort of the goal.

A reference document, for these particular rules, that so many miss.


Lord_Malkov wrote:
Taku Ooka Nin wrote:
Lord_Malkov wrote:
[ . . . ]- a creature with DR/magic counts its natural weapons as magic[ . . . .]

Does this also apply to DR/silver, cold iron, alignment, and so forth?

Nope. Just DR/Magic and epic.

Alignment too.

Sczarni

Azten wrote:
Lord_Malkov wrote:
Taku Ooka Nin wrote:
Lord_Malkov wrote:
[ . . . ]- a creature with DR/magic counts its natural weapons as magic[ . . . .]

Does this also apply to DR/silver, cold iron, alignment, and so forth?

Nope. Just DR/Magic and epic.

Alignment too.

Close.

Outsiders with an alignment subtype treat their weapons and natural attacks as that alignment for purposes of overcoming DR.


Pathfinder Rulebook Subscriber
blackbloodtroll wrote:
RJGrady wrote:


Aasimar and tieflings, as native outsiders, have all outsider traits, including darkvision and proficiency with all martial weapons. If they are proficient with any armor, they are also proficient with shields.

The proficiency you speak of comes from racial HD.

So, Aasimar and Tiefling without racial HD, don't automatically gain those proficiencies.

This has been brought up before.

Incorrect. They do not gain those from racial HD. They are traits, just like darkvision. Unlike humanoids, outsiders don't state "or by class." If there is a FAQ somewhere that states they don't gain those proficiencies, it's not because they come from racial HD, it's because someone decided they really should have been features. But by the RAW, they are traits, and an aasimar wizard doesn't lose them any more than they lose their darkvision.

Classes, of course, gain those proficiencies as features.

Grand Lodge

RJGrady wrote:


Incorrect. They do not gain those from racial HD. They are traits, just like darkvision. Unlike humanoids, outsiders don't state "or by class." If there is a FAQ somewhere that states they don't gain those proficiencies, it's not because they come from racial HD, it's because someone decided they really should have been features. But by the RAW, they are traits, and an aasimar wizard doesn't lose them any more than they lose their darkvision.

Classes, of course, gain those proficiencies as features.

I really did not want to have to dig this up, or have any kind of debate here. I will do so, but the point of the thread, is for commonly overlooked rules to be brought to light, not commonly debated rules.


Pathfinder Rulebook Subscriber

I can't even imagine how they would be "debated," but whatever.

Grand Lodge

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RJGrady wrote:
I can't even imagine how they would be "debated," but whatever.

Debate ends now.

Here you go.

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