Can a character intentionally lower their AC?


Rules Questions

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Avatar-1 wrote:
Thymus Vulgaris wrote:
Avatar-1 wrote:
LazarX wrote:
If this is something you want to do in combat the person you want to target can't lower their defenses to you without lowering them to EVERYONE.
(comparison to spell resistance)
Not exactly correct... If I'm reading what you're saying correct, spell resistance can be voluntarily dropped the moment they are targeted by a helpful spell. However, it takes a standard action to lower your spell resistance, meaning you must either lower it on your turn or prepare an action to lower it when your ally casts the spell. If they don't take this action to lower it, then they do resist any and all spells and SLAs from other casters than themselves, even if it is a beneficial spell.

Sorry, I'm thinking of saving throws only. I didn't realise spell resistance requires that standard action.

The book actually calls out spell resistance as spell resistance being like AC but for magic. So I'd be more inclined to rule it the same way as spell resistance rather than saving throws - requiring a standard action to "prepare yourself for the blow".

It can be tough to keep all the rules straight.

Personally speaking I'd allow a character to basically lower his/her AC to -5 dex modifier and remove any dodge and shield modifiers. I would allow you to do it as a free action, but the lowered AC would remain untill your next turn.


Personally, I don't see the need to roll to hit for this.

I wonder what kind of hijinks this could cause with a reach weapon, if any.


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Zachin wrote:
What would the difference be if you had to touch them to buff them? If you are exploiting a loophole in the spell storing of a blade, I personally would rule that its an auto-success, but I might have you roll with negatives to see if you hurt your comrade too. Your party members know what you are doing and it would be no different than if you were going to lay on hands or touch them for the buff.

Once again, this shouldn't even be in question. If you're using a Spell Storing weapon you can't elect to use the stored spell unless you damage your target. It's right there in the rules.

Liberty's Edge

If the player is not attempting to dodge, he is acting as an object.

An object's Armor Class is equal to 10 + its size modifier (see Table: Size and Armor Class of Objects) + its Dexterity modifier. An inanimate object has not only a Dexterity of 0 (–5 penalty to AC), but also an additional –2 penalty to its AC. Furthermore, if you take a full-round action to line up a shot, you get an automatic hit with a melee weapon and a +5 bonus on attack rolls with a ranged weapon.

So, a character who wants to get hit would have an AC of 10 - 5 - 2 + Size.

The only thing to deal with then is armor. It's not RAW, but since there are no rules for this, I would use the armor as the 'objects' hardness instead of an AC bonus.


Lifat wrote:


It is actually worse than that. Spell resistance does cost a standard action to lower. If you do so, then it remains lowered untill your next turn. That means all enemies get 1 round to target you with your spell resistance down. Readying to lower your resistance doesn't take enemies 1 round to hit you with spells away, because readying actually changes your initiative counter.

Huh, so it does. I was under the impression that it was only delaying that moved your initiative permanently, but the CRB proved me wrong when I went to it for citation.


Jayder22 wrote:

I couldn't find anything on it. If I were to guess I would say yes, but only things like Dex, shield, morale. Armor and Natural probably wouldn't be easy to just stop gaining.

That seems like it would make sense.

It also seems like it would make sense for you to be able to perform an Aid Another action to help someone hit you.

Grand Lodge

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There are rules to hit a tree.

Now, imagine the tree actively trying to be hit by you.

Do we need a complicated system of made up rules to accomplish the latter?

Does it matter if the tree is wearing armor?

Complicating things, for the sake of complicating things, is a route to madness.

I cannot even begin to understand why anyone would do so.

It is, in my opinion, as silly as requiring a number of d20 rolls, with various modifiers, to have a player choose to pass gas.


blackbloodtroll wrote:

There are rules to hit a tree.

Now, imagine the tree actively trying to be hit by you.

Do we need a complicated system of made up rules to accomplish the latter?

Does it matter if the tree is wearing armor?

Complicating things, for the sake of complicating things, is a route to madness.

I cannot even begin to understand why anyone would do so.

It is, in my opinion, as silly as requiring a number of d20 rolls, with various modifiers, to have a player choose to pass gas.

There are an awful lot of comparatively simple systems on the market. 3.X is one of the most overly complicated TTRPGs. As such, it has a tendency to attract people who like complicated rules systems.

Project Manager

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Removed some personal sniping. Please revisit the messageboard rules.

Shadow Lodge

blackbloodtroll wrote:
There are rules to hit a tree.

"Missing" the tree doesn't mean you completely whiffed. You simply did not land a blow hard enough to do damage. If your attack roll was higher than the tree's touch AC, you touched the tree.

You take an abstraction literally and then complain that other people are making things too complicated...?

Grand Lodge

Mystic Lemur wrote:
blackbloodtroll wrote:
There are rules to hit a tree.

"Missing" the tree doesn't mean you completely whiffed. You simply did not land a blow hard enough to do damage. If your attack roll was higher than the tree's touch AC, you touched the tree.

You take an abstraction literally and then complain that other people are making things too complicated...?

You miss the point.

Shadow Lodge

Not really, no. The rules are there, and can get as granular as you want them to. If that's what someone finds fun, it's not really up to you to say otherwise.

Grand Lodge

Mystic Lemur wrote:
Not really, no. The rules are there, and can get as granular as you want them to. If that's what someone finds fun, it's not really up to you to say otherwise.

What fun?

When did I even suggest someone not have fun?

In fact, I suggest not complicating it, for the sake of fun.

Again, you misunderstand.


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blackbloodtroll wrote:

There are rules to hit a tree.

Now, imagine the tree actively trying to be hit by you.

Do we need a complicated system of made up rules to accomplish the latter?

Does it matter if the tree is wearing armor?

Complicating things, for the sake of complicating things, is a route to madness.

I cannot even begin to understand why anyone would do so.

It is, in my opinion, as silly as requiring a number of d20 rolls, with various modifiers, to have a player choose to pass gas.

There is nothing complicated about making an attack roll. The game predicates on that very, very fundamental mechanic. Does it matter if the tree is wearing armor, you ask? Absolutely. Don't mistake "hit" for "touch". I know you know the system very well, so you'll understand the massive distinction.

Just because you've become suicidal doesn't make your armor less a protective device. The friend who is assisting you in your deathwish still has to shove the instrument of your ending through your suit of full plate, or perhaps through your mage armor.

Just because you've become suicidal doesn't mean your ring of protection has some intelligence to it that informs it of your desire to let Doctor Kevorkian take you out. Unconscious or not, wanting to be hit or not, the ring functions as the rules say it does; it makes you hard to hit.

And so on.

Long story short is that the simple answer you seek is: at BEST you can sacrifice your Dex, Dodge, and perhaps insight bonuses to AC voluntarily. IMHO even shield bonuses shouldn't be optional since a shield bonus works against attackers you don't even know about, like armor does.

So hey. Make your life very, very easy and answer the OP question with "sure, I guess, as your flat-footed AC". So elegant, so consistent, so simple and it makes SO much more sense than the several "you can just let yourself get it" answers.

Come to the sensible simple side.

Grand Lodge

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I guess I am just wrong.

My idea of no rolls is too complicated.


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blackbloodtroll wrote:

I guess I am just wrong.

My idea of no rolls is too complicated.

I'm not saying that... I'm saying that it doesn't fit the system. Obviously I wouldn't ask for a roll for things like sitting down or smoking a pipe. I don't ask for rolls to light a torch or open a waterskin. But the mechanics of "hitting someone" are very well established, which is why I'd argue so strongly for that one roll.

Still, I respect your right to disagree.


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Stalwart Defender Defensive Power wrote:
Intercept (Ex): Once a round as an immediate action, when a melee or ranged weapon would successfully strike an adjacent ally, the stalwart defender can choose to have the weapon strike him instead of the intended target. The attack automatically hits the stalwart defender, regardless his AC or any miss chance in effect, and he suffers the normal consequences of the attack.

So using this ability allows you to pretty much get between an ally and an attack. You choose to get hit instead of him. I'd say this can be applied to yourself vs. any attack roll (maybe ranged attacks still require to beat 10 + your size bonus).


Avatar-1 wrote:
LazarX wrote:
If this is something you want to do in combat the person you want to target can't lower their defenses to you without lowering them to EVERYONE.

This isn't right.

Think of the way spell resistance works. When you cast a harmful spell on something with spell resistance, it protects them. When they (or anyone) cast a helpful spell on themselves, they're able to voluntarily drop their spell resistance for that helpful spell - it doesn't just automatically resist. There's a level of control there. On the next turn, their spell resistance is still in play for the next harmful spell.

Slightly off-topic, but spell resistance is always up, unless you spend a standard action, which lowers it for one turn. Otherwise it will affect helpful spells targetting you.

Grand Lodge

Well, can you choose to fall asleep during combat?

Liberty's Edge

blackbloodtroll wrote:
Well, can you choose to fall asleep during combat?

BBT, your counter-question makes no sense. What are you talking about?

In any case, you are not Socrates. Just get to the point.

Grand Lodge

Attacking a sleeping creature is automatic.

If you could choose to fall asleep, then you could be hit without any rolls.

Sleeping creatures are not actively trying to be hit by any attack, but still, it seems, easier to hit than one trying to do so, in some people's opinions.


In my opinion, you can't voluntarily lower your AC by any means in combat, not without a feat to represent training for it. Test this out. Stand near two friends. One is trying to beat the crap out of you if they can. The other is trying to slap you. It is going to sting al ittle, but you know you can take it, and if you let him hit you, you're winning a bet. See if you can pay attention to both, and not reflexively dodge both, at the same time.

And even assuming you decide to suck up the hits from the crazy friend too - try to do it without reflexively dodging.

It is in our nature to avoid injury, and requires active training to overcome.

Grand Lodge

Well, technically, a sleeping creature is helpless, and the "automatic" nature of an attack against it is when performing a coup de grace.

PRD wrote:

Helpless

A helpless character is paralyzed, held, bound, sleeping, unconscious, or otherwise completely at an opponent's mercy. A helpless target is treated as having a Dexterity of 0 (–5 modifier). Melee attacks against a helpless target get a +4 bonus (equivalent to attacking a prone target). Ranged attacks get no special bonus against helpless targets. Rogues can sneak attack helpless targets.

As a full-round action, an enemy can use a melee weapon to deliver a coup de grace to a helpless foe. An enemy can also use a bow or crossbow, provided he is adjacent to the target. The attacker automatically hits and scores a critical hit. (A rogue also gets his sneak attack damage bonus against a helpless foe when delivering a coup de grace.) If the defender survives, he must make a Fortitude save (DC 10 + damage dealt) or die. Delivering a coup de grace provokes attacks of opportunity.

Creatures that are immune to critical hits do not take critical damage, nor do they need to make Fortitude saves to avoid being killed by a coup de grace.

So, I guess a better question is:

Can a creature willingly give themselves the helpless condition?


blackbloodtroll wrote:

Well, technically, a sleeping creature is helpless, and the "automatic" nature of an attack against it is when performing a coup de grace.

PRD wrote:

Helpless

A helpless character is paralyzed, held, bound, sleeping, unconscious, or otherwise completely at an opponent's mercy. A helpless target is treated as having a Dexterity of 0 (–5 modifier). Melee attacks against a helpless target get a +4 bonus (equivalent to attacking a prone target). Ranged attacks get no special bonus against helpless targets. Rogues can sneak attack helpless targets.

As a full-round action, an enemy can use a melee weapon to deliver a coup de grace to a helpless foe. An enemy can also use a bow or crossbow, provided he is adjacent to the target. The attacker automatically hits and scores a critical hit. (A rogue also gets his sneak attack damage bonus against a helpless foe when delivering a coup de grace.) If the defender survives, he must make a Fortitude save (DC 10 + damage dealt) or die. Delivering a coup de grace provokes attacks of opportunity.

Creatures that are immune to critical hits do not take critical damage, nor do they need to make Fortitude saves to avoid being killed by a coup de grace.

So, I guess a better question is:

Can a creature willingly give themselves the helpless condition?

I think the issue is allowing yourself to be hit while in combat. To use your argument, can you make yourself helpless in regards to one individual while maintaining your normal AC against other opponents.


Well this is interesting. I skimmed through the messages here and I realized there is some confusion about the rules. The AC to hit an inanimate object is 10 + Size modifier + Dex modifier if you take a standard action. If you take a full round action to line up your attack, it's an automatic hit.

The reason for this is the hit is as dependent on the attacker as it is the defender. That is why you can't just hand wave and say it's an automatic hit. I would say you can make yourself helpless by simply not doing anything else and declaring that you are helpless. All the rules that go along with helplessness apply.

That means that if someone wants to hit you using a full round action, it's an automatic crit. Otherwise, using a standard action, it follows the same rules as attacking a helpless character: A helpless target is treated as having a Dexterity of 0 (–5 modifier). You still take into account AC from armor and other items (natural AC bonus, etc). You lose your Dodge bonus and any other Dex-based AC. This is how I would rule it if I were strictly interpreting the rules, and since this is the rules forum, that's what it should be.

However, in a house game, I probably would just let them auto-hit the willing target without rolling. :)

Shadow Lodge

Aranna wrote:

I would rule that yes you could stand there and be helpless any time you want... I am not sure why you would want to though?

Spell storing armor + bestow curse

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