![]()
![]()
![]() wraithstrike wrote:
I am amazed at how so many people do not understand the difference between evidence and proof. ![]()
![]() Tacticslion wrote:
I'm pretty sure a young girl scout could have beaten you to post with that lengthy missive. You can't really claim ninja on that. ![]()
![]() blahpers wrote:
It is my belief that Ride is for mounts you are, riding, and Handle Animal is for creatures you are directing. So if you are on a mount, it would be ride. If you are on the ground point at the mount, it would be Handle Animal. CRB p202 wrote: Combat while Mounted: With a DC 5 Ride check, you can guide your mount with your knees so as to use both hands to attack or defend yourself. This is a free action. What does that do if not give you the ability to make your mount do something as a free action? And this: CRB p104 wrote: Control Mount in Battle: As a move action, you can attempt to control a light horse, pony, heavy horse, or other mount not trained for combat riding while in battle. If you fail the Ride check, you can do nothing else in that round. You do not need to roll for horses or ponies trained for combat. What does having a war trained mount do if it is a move action to control one and a move action to control one that is not war trained? I do believe "attack with" means to use the mount to attack, whether it be the mount's attacks or just by the mount moving you into place. I liken it to "attack with a sword". Attacking with a sword does not mean to attack next to the sword that is also attacking. ![]()
![]() Lost Ohioian wrote:
OK, so? Using one's environment for a tactical advantage is a huge part of fighting in small groups. It is not like it is going to work all the time. Against equally trained combatants you only have a 50/50 chance. A lot of the posts here seem to assume that the ability to make a stealth check is equal to succeeding at one when that is not true. If you can't jump into the brush or some other cover/concealment during a fight then stealth really only works when the DM lets you set an ambush. At work I can walk right at someone that is actively watching me, even talking to me, and duck behind a low wall (office) or between pallet racks and still surprise them seconds later with a shot from a Nerf gun. This stuff is not that hard to do. ![]()
![]() BigNorseWolf wrote:
How, for the love of god, can you ever be unobserved in Pathfinder by a strict reading of the stealth rules? It clearly states that it is not limited to sight. Therefore we should acknowledge that hearing and smell also come into account. As well as shifts in the wind and even taste if one has a strong enough odor. Beyond that, your statement does not jive with Ultimate Intrigue: Ultimate Intrigue p. 188 wrote: Cover and Concealment for Stealth: The reason a character usually needs cover or concealment to use Stealth is tied to the fact that characters can’t use Stealth while being observed. A sneaking character needs to avoid all of an opponent’s precise senses in order to use Stealth, and for most creatures, that means vision. Effects such as blur and displacement, which leave a clear visual of the character within the perceiving character’s vision, aren’t sufficient to use Stealth, but a shadowy area or a curtain work nicely, for example. The hide in plain sight class ability allows a creature to use Stealth while being observed and thus avoids this whole situation. Yet you seem to ignore that. Is it your opinion that this clarification is not a part of the rules? I think it clearly debunks your position. I agree that the ranger's skills are messed up. But the original stealth rules (written at the same time as those ranger skills) didn't do anything per RAW. As such, the stealth rules have changed but not everything that those stealth rules have touched. And as pointed out before, a successful stealth check does not automatically mean that you are forgotten about or that someone doesn't know where you are. It means that the stealthed person has gained a tactical advantage over you due to your inability to see them. And yes, this includes hiding behind a tree or ducking behind a wall. They can pop up again on either side of the tree or a few feet from where you thought they were and deny you your dexterity to your AC. But you can also just walk around the tree or wall and instantly find them. ![]()
![]() Justin McKeon wrote:
Using your own interpretation of rules that are difficult to define, like stealth, is one thing. Making up your own is known as "House Rules". These are fine, but the difference should be understood. ![]()
![]() Thaboe wrote:
I would rule that you can go through the hard corner, in terms of movement spent. It seems to me that the 1/4 speed helps to account for what is going on. Also, gravity is working at a different angle than when the hard corner rules are typically used. I would rule that an AoO is appropriate. Maybe even two. One, when going over the hard corner, you are clearly at a disadvantage. The second would basically be for standing up from prone. If you intend to be standing when you climb over that edge, you are pretty much getting up from prone. ![]()
![]() ~ Limbo ~ wrote:
I do not agree with your interpretation of what holding/carrying means. Holding a shield is not the same as wielding one. I would allow the tail to hold it but not position it between a target and an attack. Holding a rod and manipulating it as require for use are completely different things. I can pick up a pen off the floor with my toes. I can't write a single letter with one. Wands: See rods. I'm not sure what you mean by reloading guns as I don't know any firearms rules. I will assume you mean loading them with your tail or a combo of tail and hands. Much like the rods, one could not manipulate the gun well enough with a tail to load it. I can pick up a gun with my toes, I damn sure am not going to load it and let the slide ride forward! Holding/Carrying and Using are completely different. I would not even allow a tail using character to read a scroll held with the tail, but I would surely allow them to carry it. ![]()
![]() ryric wrote:
Neither side persuaded me until this argument. It seems to be the most logical. I hit FAQ but will use this until it is settled. ![]()
![]() Gisher wrote:
I should have said resolved. ![]()
![]() This is old, but here is the original take from WotC. Final 3.5 FAQ 6/30/2008 wrote:
Again, not Paizo, but clearly the original intent of the items. I don't have a link as I have the file saved from way back when. ![]()
![]() 1. The DC to "stay in saddle" after being hit is 5. It doesn't really say anything other than that and in most cases can be ignored due to high ride checks. (CRB 103-104) 2. The rules surrounding this are horribly worded. No, you do not have to move. (CRB 202) Melee: You can attack, then move.
Ranged: You can attack, then move.
![]()
![]() Murdock Mudeater wrote:
I don't know anything about PFS, but I would rule that it comes into play when the chase scene description matches the movement type ignored. For instance, if you have Freedom of Movement, it would help you navigate through a web spell or difficult terrain but it would not allow you to skip rolling for a scene that required you to climb. So yes, the skill is useful, but would not allow you to ignore everything. ![]()
![]() thejeff wrote:
Anyone casually looking at the rules isn't on page 27. And if you're not interested in that detail, bow out of the conversation. If the Devs aren't, they won't answer. I am not emailing them or trying to force them to answer. I am just posting thoughts on the forum where we post thoughts about the rules. ![]()
![]() gustavo iglesias wrote:
While I agree with you, in this case I am actually advocating removing one line that most of us ignore anyway. ![]()
![]() Brain in a Jar wrote:
You have seen two. And in both cases my position is often completely misunderstood and misrepresented. Maybe I have a hard time getting it across. Maybe I am over thinking it. But in my mind, the question/point I am trying to make is far different than that shown in the FAQ or any DEV post that I have seen. Is there another FAQ for jump other than the one posted on the CRB page? It makes no mention of this second part of the rule, or the fact that one MUST land where the dice says, rather than the pass/fail nature of most skill checks. ![]()
![]() Johnny_Devo wrote:
All other skills are binary, or at least really fail/kind of fail/pass/pass better/pass even better etc. But with the line "the result is the distance traveled in the jump..." you do not have the ability to say, I want to jump 10' and jump 10' with a result of 30. With a result of 30, you have cleared 30' (if you want to or not) and landed another, I guess 1' in. So, even though your target square was 3 squares away, you land 7 squares away. I don't think anyone disagrees that the rule "the result is the distance traveled in the jump..." says that, do they? EDIT: And I agree that I play the same way you are suggesting. But I think the actual rule needs to be cleaned up to say as much rather than us just all "knowing" the right way. ![]()
![]() Chess Pwn wrote:
There are rules holes all over the game. Ignoring them doesn't make them or the game better. Finding them and fixing it does. That is how stealth got changed. That is how the rule that you could take as many free actions as you had attacks got changed. That is how the "metaphysical hands" came into being. We know that you don't ignore EVERY penalty to attacks with Shield Master, but would still like to see it fixed. We know that darkvision doesn't stop all forms of stealth within 60', even though it EXPLICITLY states that it does. I think we would like that fixed too. Don't attack me because I think I found a mistake, especially when I am pointing it out as one and not trying to use an exploit. The rule, even if it works the way you say it does, causes problems where having a good jump check can easily make it impossible to jump short distances. The rule is bad. The rule should be removed. Even without my reading of the rule, it is a bad rule that is counter to EVERY OTHER SKILL in the game where the higher you roll, the better you do. Based on that rule, you have a very small window in which to hit your target. You do not get better with a better jump. The target may be impossible to hit if you jump skill is too high. It is a bad rule. ![]()
![]() Chess Pwn wrote:
And here is the problem. 1) We know that the DC for a 15' gap is 15. 2) You stated that a result of 15 = 15' of movement.
3) If you move 15' of movement, you fall in the hole. You have to move MORE THAN 15' to jump a 15' hole. I agree that the DC is 15. Just that the MOVEMENT of a result of 15 has to be more than 15'. I am willing to say the movement is only 1' more to make it easy. But the DC cannot be equal to both the gap jumped AND the movement on the map. ![]()
![]() Chess Pwn wrote:
But in the game we play, distance traveled is on the map. ![]()
![]() Isonaroc wrote:
It is hard to debate here because everyone is SO SURE they see the only way a rule can possibly be read. They KNOW they are playing it right, no matter what. And they might be right. I always try to look at things from the other position to see how they might have gotten there. But on this forum, if the position is different than the popular one, you are treated as a leper, not as a thoughtful being looking to work through the system. This is most evident when people ridicule what they think are your ideas, when you are saying no such thing. I know the two rules as I read them, CANNOT work together. So the only way to reconcile that is to change the meaning of the actual words "the result equals distance traveled in the jump..." which is what I believe the opposing position has done, without even realizing it. The fact that they can't be reconciled as I read them, and that "the result equals distance traveled in the jump..." makes it VERY difficult to land where you want, is why I advocate for removal of the line. Even though I pointed out a few times how tough it is to land on a spot that you want to with that line, no one has agreed (or disagreed) with that point. If you have a +20 jump check and try to jump over a 2' stream, you end up at least 2 squares away! That is a stupid rule. You probably ignore it in your games already. Wouldn't you want it just removed? I mean seriously, even if I am wrong and the measurement is toe-to-heel, not one dissenting person has even agreed that it is counter intuitive and could see why I am having trouble looking at it that way when all other measurements of "distance traveled" in Pathfinder would be measured from toe-to-toe (or center-to-center, line-to-line, edge-to-edge, or whatever). There is no effort to empathize or understand dissenting positions. For those that get my position, I can see why it looks like I am trying to force it. But I try not to keep coming back and just restating my position. I do so when someone else misrepresents or misunderstands my position. Like thejeff and Johny_Devo did this time around. Say something like, "I see your point, but disagree" and the debate is over. "Your wrong." "No evidence." "That's not how it works." "Your obtuse." ![]()
![]() Johnny_Devo wrote:
My position has nothing to do with the grid, and never did. Like I stated before, I think "distance traveled in the jump" = "distance traveled on the map." Not grid spaces, just 1' increments of the jump. If you get a 1, you move 1'
I don't believe the line was meant to convey "distance traveled in the jump + safe landing area" = "distance traveled on the map." Now again, I think the line needs to be removed. It is kind of like when drawing in Inventor or other high end CAD program and there are too many constraints. In this case, the two constraints do not match up. ![]()
![]() _Ozy_ wrote:
I believe distance traveled in the jump = distance traveled so: In the jump,In the swim, In the run, In the burrow, would all mean the same thing, so "in the jump" is not relevant. You believe distance traveled in the jump = distance cleared by the jump plus the area needed to safely land (whatever distance that may be, because we have no guidance for that). I do not agree that they are the same thing. But whatever. ![]()
![]() swoosh wrote:
A lot of people get stuck on the grid but it is a mistake and has nothing to do with my position that the rules do not match. The rules state that if the result of your acrobatics check during a running jump is 8, that you land 8' away. It doesn't care if you were trying to jump 1', 14', or whatever. 8' may put you in the next square or two squares away, depending on where the hole is in the grid. Again, none of this matters to my point. My point is that if you land 8' after your start, and the hole is 8' wide, you land in the hole. Furthermore, if you are jumping from wall to wall to wall to wall and those walls are 1' wide and 3' apart, it is almost impossible to land on one of them following the rules. if you have an acrobatics of 6, you cannot roll low enough to land on the closest wall. Unlike every other skill where beating the DC is in your favor, this one use of this one skill may require you to hit an exact number. And that number may be too low for you to actually hit. Imagine trying to jump 5' to a 5' ledge with a 100' pit on the other side of it. You would only have a 25% chance of making it no matter what your jump check is. Otherwise, RAW, your jump would be too short or too long. The line that reads something to the effect of "Your result is the distance traveled in the jump..." is a horrible line that just needs to be removed. Even if you ignore the fact that matching the DC would put you in a hole based on this line (which we all ignore or disagree with) it means that you could easily over-jump your target and gives you no way in which to NOT jump so far. Imagine jumping from one wagon to another. What are they, 4' wide? So you would have to fall in a range of 8 numbers, not just clear the distance between the two. If they are 1' apart you better not have more than a 9 acrobatics because any result higher than a 10 would put you over the target wagon. It doesn't make sense when every other skill is considered more successful the higher you roll. ![]()
![]() We are not talking about how to measure jumps in a competition. We never have been. We are talking about movement in Pathfinder. Just like we don't talk about how to hit someone with a boxer's uppercut when discussing unarmed strike. Or how we don't take into account acceleration and deceleration when running or when controlling a mount's movement. We are talking about how far a character moves. If a character moves 5' while swimming, running, flying, walking, burrowing, or tumbling, that character moves 5', or one square away. If a character moves 5' while jumping, that character does not clear a 5' hole, because that character only moved 5', and is still one square away. If you fall off a 5' thick wall that lines up with the grid, and land 5' away, you land one square away. There is not a 5' gap between you and the wall. If you land 10' away, then you are two squares away. There is a 5' gap between you and the wall. Yet again, we all agree, the DC for that 5' hole is 5. You just can't move 5' on a roll of result of 5 and still clear the 5' hole. Simple mathematics shows that you HAVE to move MORE than 5'. But it says that if you roll a 5, you move 5'. I think we all know what they meant. But it is not what it says. ![]()
![]() BigNorseWolf wrote:
This is incorrect. If you land 5' away, you land in the next square. You can never land 2 squares away if you land 5' away. if that first square is a hole, and you land 5' away, you land in that square, and fall in the whole. There is no other correct reading of that line. There is another correct interpretation of what that line SHOULD mean. But it is not what that line states. ![]()
![]() Mark Seifter wrote:
While I see no other way to play for most skills and spells that rely upon Dim Light (shadow), doesn't this ruling negate the benefits of Low Light Vision and Darkvision of targets in relation to abilities such as Hide in Plain Sight (Shadowdancer & Assassin versions) even though there is no such mention of doing so in those Hide in Plain Sight abilities? ![]()
![]() TriOmegaZero wrote:
You keep saying that, but that is not ALL that the rules say, which is the problem. The rules ALSO say that the result of the roll, (5 in the example) is the distance traveled. The distance traveled AND the distance cleared cannot be the same thing. CRB p.88 wrote: The base DC to make a jump is equal to the distance to be crossed... and CRB p.88 wrote: For a running jump, the result of your Acrobatics check indicates the distance traveled in the jump...Halve this result for a standing long jump to determine where you land. So again, if the gap/DC is 5, and the result of the skill check is 5, by the first quote, you make it. By the second quote (found in the same paragraph) you fail to make it as you land 5' from your starting position, AKA in the hole. Paizo agreed that these statements conflict, hence the FAQ. I think EVERYONE agrees that the DC should be 5. A slight rewording of the second quote would fix everything. ![]()
![]() This is so funny. Draw a line in the dirt.
But the DC to jump a 5' pit is 5 AND the movement of a skill check of 5 is 5'. Both things cannot exist at the same time. There is no question that the rules were written that way and were not compatible. ![]()
![]() _Ozy_ wrote:
They do not mean the same thing. If you travel 10', it is from where the front of your toe starts the jump to where the front of your toe ends the jump. If you travel this 10' while trying to jump a 10' gap, your going to stub your toe as you fall in the hole. Assuming your feet are 12" long, you would need to "move" 11' to land safely. So, the distance to be crossed is 10' or DC 10.
When counting squares, it is also a problem. What is the DC to jump over 2 squares? The distance of the jump is 10' = DC 10. The distance of the move is 15' = DC 15. I am pretty sure everyone agrees the DC is 10 but they just want the book to actually reflect it. You can ignore the fact the book is wrong and play without trouble, but you can't follow both parts as they conflict. ![]()
![]() TriOmegaZero wrote:
The area is no longer Dim Light to the elf is an exact comparison. ![]()
![]() TrinitysEnd wrote:
This is incorrect. Dim Light is a condition based on the viewer's eye sight. It is not a condition based on the environment. Areas of Dim Light are not defined. Locations of light sources are. The same single square can be different for a character with Darkvision, Low Light, or Normal. Take a square 45' away from a torch. One of each character is standing at the torch. Normal Vision can't see anything.
And interestingly enough, if they all step back 20', there is no change for Normal Vision or Low Light, but the guy with Darkvision now can't see the square. So the light level of the square changed for one of them just because of position. The square itself has no "standard" light level. It is only the light level as per the viewer. Furthermore, supernatural does not mean superpowerful. The definitions of Extraordinary, Spell-like, and Supernatural are only categories of how special abilities interact with things like AoOs and Anti-Magic fields. Saying, "Because Supernatural" is just like saying, "Because Magic" and that doesn't work for this argument. The fact that HiPS does not work in an anti-magic field has no bearing on what really is Dim Light. Extraordinary abilities, like Low Light Vision, are superior to Supernatural abilities. They have the same properties, except that Extraordinary abilities ALSO work in areas of Anti-magic. So again,, "But Supernatural" has no bearing. Another example is cover. You do not have cover from a massive tree due to being in a square next to said massive tree. You only have cover if that tree is between you and the viewer. It changes per viewer, and it changes if that viewer moves. I understand that it is supremely complicated. Light and Terrain are probably the most complicated and most ignored parts of the game. But if you really start to use them, they totally change the combat around. And it is absolutely not fair to only take the very best parts of it, like HiPS and ignore the powerful sight abilities that some creatures have. Yes, it is harder to sneak up on a dwarf than a human. So sad, too bad. ![]()
![]() Firebug wrote: You can't. This super strict reading of the rules is destructive to the game. Of course you can talk, breathe, make a saving throw, or an attack of opportunity. I am sure there are other examples of things you can do as well. As your original turn is over, you could not take swift or move actions. You could take immediate actions with no loss to your readied action unless the result of the immediate action somehow invalidates your readied action. ![]()
![]() There are a lot of misconceptions in this thread. Interrupt is a horrible word that means two different things.
Pathfinder uses both definitions at different times and it is very difficult to know which one they are using without the full context. The definitions are different when dealing with Spellcasting and almost everything else. ---- AoOs are not Free Actions. Free Actions do not have hard limits on times they can be done in a round. There are no feats that give you more Free Actions. There is a feat that gives you more AoOs. ---- In Pathfinder melee & ranged combat, all these interrupts (AoOs and Readied actions) resolve in the reverse order of declaration. This is often referred to as "First In, Last Out." ---- AoOs happen BEFORE the triggering action. That is why the trip lock mentioned above does not work. Someone declares they are standing. The AoO happens, which could in fact be a trip, then once it is completed, the original character stands up. But he would stand up AFTER the AoO, so even if it was a trip, it would not stop him from standing up. It doesn't affect him WHILE he is standing, only before. ---- So, in the case of readied actions vs AoOs, the order in which they start is inverse to the order of resolution. If the AoO triggered the Readied Action, the Readied Action resolves first, then the AoO is resolved. If the Readied Action triggers the AoO, the AoO resolves first and then Readied Action is resolved. ---- Spells are COMPLETELY different. They should never be used as the "normal" way for handling AoOs. ---- If the same character gets to make the AoO and take the Readied Action on one trigger, who cares what order you go in? Both triggered at the same time, and both can be resolved easy enough. ---- Thoughts of "but since he died, the original trigger never happened" are technically true, but don't matter. The actions in the game have to be resolved in some logical order. That would even be true if it were a computer game. Even if it was so fast, you couldn't see it. This is the order that the designers chose. ---- Happy Gaming. ![]()
![]() This is a discussion forum about rules, right? It is not a rules citation site. It is not any one of the many sites that list the rules verbatim. Of course this forum is about intent, RAW, and just what we as the players and customers thinks makes sense. Even FAQs have been modified or completely changed due to our discussions. It is very likely that parts of the rules that many people think are absolutely clear are very murky to others. And sometimes, that murkiness points out problems with the rule, not an inability to understand something. So I would ask, and often have, that people just realize that opposing views and ideas are not such a horrible thing. It is what makes a debate. But trying to be so absolute in the idea that your position can be the only one is just insane. Relax, discuss, and debate. Stop attacking the other side's viewpoint or play style. Because in the end, you're gonna go play your way anyway. ![]()
![]() Right. It says Brawler levels count. It doesn't say Brawler levels AND Fighter levels count. Therefore, Fighter levels don't count. It is very easy to read that Brawler levels = fighter levels overrides fighter levels. How could you not? It is as obtuse and ridiculous as saying Brawler 4 = Fighter 4 but Brawler 4 = Fighter 4 + Fighter 4 /= Fighter 8. It makes zero sense. ![]()
![]() It all comes back to the trip lock. Interrupt is meant as "go before" not "Stop opponent". That is why the trip lock does not work. When tripping a prone character that is standing up as an AoO, there is no benefit because the prone character just gets up after the trip attempt. The prone character was not stopped. Imagine this: Player 1 Readied action, "I attack if someone attacks me." Player 2 action "I move up to and attack player 1" Readied action happens and Player 1 5' steps BEFORE triggering action. Player 2 continues his action. His action was to move up to and attack. He MUST (strict reading, not mine) continue moving up and attack. So he continues moving up 5 more feet and attacks. The interrupt (read as: change order of actions) happens before the attack. Therefore Player 2 never finished his move action and can complete it. This all fits within the strict reading of the Readied Actions. ![]()
![]() The problem is the absolute mentality of many people on this forum. They see a rule interpretation as one way and only one way. When in reality they have just made a choice as to which they think is correct. Diego points out you target a creature, not a square. True, and ridiculous all in one. If I target a creature, and the creature moves but I don't change my targeting, I can't hit the creature. So, to hit a creature with a bow, that has moved due to a triggered readied action, the attacker MUST be allowed to change his targeting. Otherwise the best he could do is hit where the target was. But wait, why couldn't the same attacker just move another 5' (assuming movement available) and finish the attack? Clearly the readied action happens BEFORE the attack, as stated in the CRB. If it happens before the attack, then there is no reason why the movement has to stop. But to some people, that's just crazy! According to them, you have got to be off your rocker to even imagine such a scene. How dare you! Maybe one day you will get it. On like your fifth try. But seriously, as written, both ways are legitimate interpretations of a turn-based system that tries to keep a "live action" feel. And until the Devs actually rule on how interrupts really work in the game, this question will arise. ![]()
![]() Lincoln Hills wrote:
There is NO WAY darkvision is black and white. I know the rules say the are, but it has to be grey scale to be of any use at all. Without it, you couldn't even measure distance. Everything would be a silhouette. ![]()
![]() Sightless and not being able to see because it is dark are two different things. Two swords that clash in the night can spark. A sightless creature can't see it whereas others could. Because even though it is dark, they are not sightless. Sightless creatures would normally (I guess) not have eyes to damage. With no indication that the spell does not work in the dark, I would rule that it does. ![]()
![]() CampinCarl9127 wrote:
Now this is a statement that just about everyone should make concerning just about every rules interpretation. That sir, is a great post. ![]()
![]() Here is the real question: Now what? I see this problem all the time with games. There is a point where the DM wants the players to Meta Stupid where they DON'T do smart things "because Meta!" and that drives me crazy. Because they are Metaing (is that a word) so that they don't Meta. It is akin to Lawful Good is not Lawful Stupid. I have been playing this game "including D&D" for 25 years. It is impossible to believe that I will approach each and every encounter as if I have never played before. While I don't memorize the Bestiaries, there is some stuff that I just know. The characters know it too. I live in a world where bears and snakes are a danger. I know what to do about bears and snakes. I NEVER run into them, but they are there. I am not hunting them, but I know what to do about them. They are not hunting me, but I know what to do about them. You had better believe that an individual that is planning on running into a troll is going to know a bit about trolls. Just like we tell stories about dangerous things (aliens, bears, terrorists) in the form of movies and books, adventurers talk too. The knowledge skills are the worst in the game. Difficulty is based on CR, not the likelihood of hearing a great story about one of these creatures. All characters in a "regular" D&D world knows what a dragon is. Does it make ANY sense that a bigger dragon is harder to identify as a dragon than a smaller one? Or that a Red one is harder to identify than a White one? If it doesn't hurt the game, it doesn't hurt the game. If the players have the book opened to the troll page during the fight, then that is a different story. ![]()
![]() I am in the camp of allowing the player to make intelligent sweeping choices. One might include, "I attack the wizard if he does something I don't like". I think the alternative of not allowing this type of play is very clear: "I attack the wizard, limiting the ability for role-playing because the rules make it impossible to conduct simple target engagement protocols that even wild animals exhibit." Don't make the rules so rigid that there is only one logical way for the PCs to act. Otherwise, all actions become attacks and you are playing a table-top war game rather than a RPG.
|