DM Livgin wrote: Is there a page number that describes changing your grip from one handed to two handed? The closest thing I could find is the hands section on page 184. It is referenced (kind of) in table 6-2 on page 175. It is discussed circumspectly on page 174 in the carrying and using items section, kind of talked about on page 179 in the hands section. It is mentioned in the method of use on page 345 which also gives a junk page reference to page 307. I feel like it only sort of gives rules for how this works and I feel that this is an area where the rules could stand to be more clear.
Fuzzy-Wuzzy wrote:
I agree, this rule desperately needs rewriting. Alternatively, the persistent damage effects could all be reduced to numbers rather than dice. maybe each damage type could be only ever reported with a single die size...acid does d4s, cold does d4s, fire does d6s, bleeding is numbers rather than dice, etc...
MUKid wrote:
It does seem odd, especially with the flask example. Persistent damage only hitting at the end of the target's turn is in the RAW and this does seem to be the intent. Maybe the thinking with the flask is that it might take a few seconds before the acid really starts to damage you.
The text is: If you have available Spell Points, you can spend 1 Spell Point and Concentrate on a Spell to extend its duration by 1 round. Does this mean that when you cast ancestral surge you can extend the duration of an active spell beyond what is written in the spell’s text by: 1. Spending one additional spell point? 2. Spending a spell point and an action? If either of these, I have follow-up questions. …Or does it mean that you can spend a spell point to have the action used for ancestral surge count as the “Concentrate on a Spell” action for one of your already-active concentration-duration spells? (similar to the effect of effortless concentration) …Or does the “its” refer to ancestral surge, allowing you to spend an additional action (or maybe just a spell point) to have ancestral surge end at the end of your next turn (like a concentration spell) instead of the beginning? …Or does it mean something else that I am completely missing?
For casters who also attack using weapons some spells can cause the weapons to take a multiple attack penalty. But it is unclear what spells cause this penalty. Some spells like acid splash and harm do not have the attack trait in the bubbled key words but require you to make an attack. Others like chill touch do have this key word and also mention making an attack in the description. Further, there are spells such as electric arc that have the keyword “attack” but do not require an attack roll. “Based on the multiple attack penalty” wording on page 178 and the brief description on page 305 about what an attack is, I could see:
|