So why can't it be two attacks per BAB when TWFing?
Why can't that be the limit of attacks when using UAS? Why do we have to nitpick about how many more extra attacks we get with however many limbs we have?
So here's my question. What's the most efficient way people have found to add errata to their printed copies. Obviously, someone with First Edition would just want to buy a the latest Edition, but someone who is only one Edition behind may find it more feasible to add the changes himself/herself. Of course, accounting for header movement may be a bit tasking, but I would think overall the cost of buying a book, especially to somewhat new players, would extend if the errata was added manually. Thoughts?
I know it's been said before, but... I don't think this is as complicated as some are making it out to be. HangarFlying pretty much summed it up for me earlier in the post HangarFlying wrote:
Still the best explanation I've seen. It's just all limited by how many attacks available to you in each round. I mean, the freaking book says that an Unarmed Strike counts as a light-weapon for crying out loud! You can have two light-weapons while TWFing, you can use Unarmed Strike TWFing.What's there to debate?
wraithstrike wrote:
I apologize for the miscommunication. My use of the word "Craft" was only an attempt to make an easy determination on when to use a Spellcraft check, and when to use a Knowledge(Arcana) check. It was not at all intended to seem like it was related to Craft skills, as Craft (Spells) is not listed as a Craft skill. The only way Spellcraft is related to any craft is in the case of magic items, as you need the Craft skill or Craft Feat in order to create weapons, armor, potions, wands, etc.Core Rulebook pg. 267 Detect Magic wrote: If the aura emanates from a magic item, you can attempt to identify its properties (see Spellcraft). Now, for while a spell is being cast, I was going for the fact that the spell effect has not been created yet (or "crafted"), so use a Spellcraft check in order to determine the spell being cast. Again, just trying to determine a simple means for folks to say "Hey, I know to use Spellcraft here, and not Knowledge(Arcana)." Now, within the Detect Magic entry, Knowledge(Arcana) is only mentioned once.Core Rulebook pg 267 Detect Magic wrote: 3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Knowledge(Arcana) skill check to determine the school of magic involved in each. This says to me, "Hey, I sense an active magical aura. I want to use Knowledge(Arcana) to find out what school of magic that is involved with this aura." No where within Detect Magic or the description for Knowledge(Arcana) does it say that either will determine a specific spell. For this discussion, only Spellcraft can do that, and it must be identified as one of the properties of a magical item, or identifying what spell a caster is casting before the spell is complete.
Gauss wrote:
I don't know, Gauss. It seems to be pretty consistent. Spellcraft check for Magical Items (Items - Craft) and a spell being cast ("Crafting" a spell - Craft).Knowledge Arcana to identify active magic. Active Wall of Fire, or an active emanating aura.
VRMH wrote:
I DID like the "security blanket" idea. It was honestly going to be my Plan B. I'm guessing that the Nondetection Pebble wouldn't work, as the item is carried on the person. I figured something like a tent would work since you were inside the Nondetected Item, kind of similar to an Invisible Tent. We're all around Level 9, so I'm thinking our Wizard probably has a Invisibility spell. He could make an Invisibility Tent, and that would be enough for me.Thanks for the advice, guys. :-D
VRMH wrote: It's a GM call whether or not your tent is in your possession when you're sleeping inside it, but personally I'd say this wouldn't work. It definitely wouldn't work for anyone you might be sharing your tent with. But why not just cast it on yourself? I wanted to be able to protect our party. We just came from a high fantasy realm to a very low magic realm, but we know that the #1 power is around is a church. If the church wanted to meddle, I wanted it to be difficult. I understand the GM call of the Tent being in my possession, I was just REALLY hoping to get that extra +5, but you're saying that being within the Nondetectection Tent will not make us Nondetection-able?
The campaign setting makes extensive use of Divine Magic, and Arcane Magic is pretty scarce. With that in mind, I have thought about taking the Nondetection spell and using it on our tent in order to prevent the enemy from observing us during down time. My question is, if cast upon an object, such as a tent, would we also be difficult to detect within the tent? Is my Nonedetection Tent considered in my possession if I post it up for the night, and sleep within it? Any other suggested uses for Nondetection?
More magical items for animal companions and mounts.
I would also like to see extremely mundane magical items. Magical items that the common peasant may be able to afford after saving enough money. This is, of course for very high magical campaigns or areas where magic is very common. An example would be such as blowing bubbles, where the bubbles change shape and animate into animals. |