Abraham spalding wrote:
Then maybe I should start writing something more provocative to have them intervene? :P (No worries, just kidding!)Quote:
I can understand and maybe even agree with this philosophy, to some extent. However, publishing a FAQ and/or an erratum on the website does not mean that Mr. Bulmahn is going to break into your house during a PFRPG session and start enforcing the "correct" rules. People who are interested in the clarifications would download the pdf from the website of their own free will, I suppose.To put it a bit into the terms you used, it's like they're interested in what interpretation of the rules works best at the designers' game table. A.
ZebulonXenos wrote:
Yes, I agree with you. This was the subject of a brief but heated discussion in my group as well and we also reached the conclusion that smite evil has no effect whatsoever (except wasting a daily use) if activated against a non-evil creature. However, it looks like there are also other open issues regarding this power (which is used really often... it is a obtained as a 1st level paladin character after all), and in my experience this kind of informal consensus is not copacetic for everyone. Since I started following the board, I've also seen several other ambiguities regarding a variety of rules (although I don't think there is a collection of major open problems, isn't there?) Therefore, I think that an official FAQ with clarifications and examples would be much needed.
IMO the only thing PFRPG is lacking is a (slightly) more direct way to make contact with the powers that be. Or - in other words - the only aspect I miss of D&D 3.x is the Sage's Advice/Customer Service. :) A.
I'm popping this up, since I'd really like to get some kind of official ruling sooner or later on the previous questions. By the way, something related: do I understand correctly that the extra damage granted by the "smite evil" applies to all the attacks for the whole duration of the effect (i.e. basically until the evil creature dies or the paladin sleeps), and not only during the first round? (A friend of mine is suggesting that the listed duration applies only for the AC deflection bonus, not for the extra damage, but I see no mention of this restriction in the RAW). Thanks A.
wraithstrike wrote: Bumping it should eventually get an answer, but they probably won't answer as quickly as they normally do because of the ongoing playtest They are playtesting the smite evil rules just for us? Now, that's what I call service! :PThank you for pointing out that energy resistance/immunity is not the same as DR. This of course makes the question "which kind of damage is delivered by the smite evil" even more important. Because if it is indeed sacred damage, then I can still use my scorching ray against the red dragon to some avail (actually, it would be even better to simply shoot a 0-level frost ray, the damage proper is delivered thanks to the smite aura anyway). A. PS: what are they busy playtesting right now?
Thanks a lot to both of you for the replies! I think that it is very interesting what wraithstrike said, i.e. Quote:
This is quite important, because it could make the very useful smite evil power into a potentially unbalanced one. I am thinking mostly of it in combination with the "Aura of Justice": imagine in this scenario an arcane trickster doing a sneak attack with a ray of frost, or a sorcerer using another spell requiring an attack roll (there are many, acid arrow, scorching ray and disintegration are just the ones that most easily come to my mind).Well, we then have (a lot of) additional damage applied to a spell (which requires a "simple" range touch attack, so it's quite likely to be successful), and we have - according to the interpretation you gave above - the *whole* spell damage to bypass the DR. So you can effectively use scorching ray on, e.g., an evil creature normally immune to fire. Honestly, this looks quite excessive to me. The Aura of Justice in itself is already astonishingly powerful, even when applied simply to weapon attacks (it's really a lot of extra damage, plus the bonus to the hit rolls *for the entire party* - minus the paladin - for several rounds; it adds up to a lot of damage, and is not affected by DR or anything. Not to mention the deflection bonus to AC, which would be a juicy advantage in itself! In the long run it is essentially more powerful than any spell effect out there) I will of course consult with my players in order to decide what to do with this, but - home rules aside - I'd be really glad to hear some official ruling from the game designers. Do you know maybe if there is any way to contact the game designers directy, e.g. something like the old "write to the Sage" thing for D&D 3.x or shall we just hope they happen to notice this thread in the boards? Just asking! :)
Dear all, my group and I are a bit confused by the paladin's powers mentioned in the subject, and my players insisted that I ask for clarification on the boards regarding all the hazy points, so that we understand both the rules and - hopefully - the rationale behind them. 1. SMITE EVIL
1b.
2. SMITE EVIL
3. AURA OF JUSTICE
4. AURA OF JUSTICE
5. AURA OF JUSTICE
Ok, this sounds confusing: allies *MUST* use the ability? Is that really compulsory or they can still change their mind and choose not to use it by suffering some negative consequence (such as "no bonuses", I suppose)? This is our interpretation of the ability, please correct us if we are wrong:
5b.
Thank you in advance to everybody who will be so kind to provide help and clarifications. A et al.
I know that I should submit this to the design - spells forum, but I could not start a thread there. So, the fact is that there is quite a serious problem with this spell, i.e. Mage's Disjunction, which can really make the difference at high levels and is therefore very frequently employed.
each permanent magic item must make a successful Will save or be turned into a normal item for the duration of this spell. An item in a creature’s possession uses its own Will save bonus or its possessor’s Will save bonus, whichever is higher. This implies that every single time that the spell is cast on a PC (or an important NPC) one has to start rolling saving throws for all the magic items that the PC is carrying. And they can be numerous at high levels (and then consider also scrolls, potions, and the like!!).
Adding insult to injury, the spell has a really wide area (40-ft . radius burst), meaning that - very likely - more than a single PC (and typically two to four) will be encompassed by the effect, multiplying the problem. So, we came up with a solution, that we would like - if possible - to be included in the final version of the handbook.
We have verified that this small modification limits the problem a lot, while keeping the emotional impact of the spell (there remains the risk of failing the ST, and maybe losing a few items due to rolling a natural 1). The spell remains valid and strong, since its main function is that of removing every spell/buffer/magical effect without having to rely on the randomness of dispel magic (in particular when battling against spellcasters of comparable or superior power). Thank you for your attention. Ademaro |