![]() ![]()
0E000
The argument that the cone arrangement above gets closer to the caster is false. Sqaure A is the first square and is one square away from the caster, and closest to the origin corner. Square B is one and a half squares from the caster (1st diagonal), and therefore farther from the caster than square A, etc. Note that even if you argue that the first diagonal is ONE square and not one and a half, square B STILL isn't CLOSER to the caster than square A. ![]()
Lincoln Hills wrote:
Wouldn't that be only a temporary fix? What I mean is, the lich would begin regenerating, be destroyed by the positive energy or holy water, and then start regenerating again. Along comes a planar traveler who finds the pretty, and obviously valuable box as they wander the planes and take it home. Next thing they know they wake up with a powerful, and very pissed off, lich in their home. LOL A good reason not to pick up pretty trinkets on the positive energy plane. ![]()
I would point out than an analagous situation is when is damage applied to a creature? So, if you would apply all the damage to the creature before checking to see if it is dead, then all of the damage would be summed for the concentration check. IIRC, all of the magic missile spells targets must be selected before damaging any targets, while individuals using a readied action each attack and resolve individually. ![]()
The question that is being asked is really "In the game, does the creature (PC, NPC) know that it is at a disadvantage (i.e. doesn't get it's Dex bonus to AC versus the next attack from the feinter) and able to act on that knowledge?" The answer, to me seems to be clearly "no", or what is the point of a feint attack? For PC's being feinted, the GM should roll both the bluff and SM rolls in secret without specifically telling the players what he ( or she :-)) is doing. GMing requires an ability to consider what a creature would do based only on that creatures in game knowledge and have them react accordingly. There isn't any real defense for a player against a GM metagaming except not to play with that GM. ![]()
I would also point out that the implied definition of "open-ended" is one day per caster level. The spell doesn't specifically say so, but by putting in a time limit at all it is implied. Why should "stay here and guard the treasure until at least two creatures have attempted to steal it" be more onerous than "stay here for 10,000 years and a day". Just because one specified a time period and the other didn't? That doesn't make sense.
![]()
BNW,
If the DC's vary and the PC's don't know what they are, then they will have to make a decision about whether or not to take 10. If they are trying to pick a lock, this isn't a big deal. Take 10, if it doesn't work try rolling if that doesn't work and you have plenty of time take 20. But if you are trying to Disable a trap, then taking 10 might be a bad idea if you don't know what the DC is. Having an INFREQUENT trap that is much higher then the standard DC is not a twit move by the DM - it is an emphasis that taking 10 on something that has a potential bad effect sometimes results in a bad outcome. Further, if the rogue has invested sufficient resources into making disable device a trivial task for level appropriate challenges that means he has chosen not invest resources into other options. He should be rewarded for that choice when it is appropriate (disabling a trap) just as he will be penalized for NOT taking other choices in other situations. For an opposed check, like sneaking past the dragon, just because the characters take 10 on the stealth check doesn't mean the dragon HAS to take 10 on his perception. Largely ninja'd by Yeti ![]()
Another way of looking at it is that the only reason we make a die roll and then compare it to a target number to determine if a hit was made is for ease of calculation. For example, there is no difference in probability between rolling eleven or higher and rolling an even number on a d20. Either way you have a 50/50 shot. Or rolling 16 or higher versus rolling a number evenly divided by 4 (25%). So once you've determined that to hit you must roll greater than 16 (based on hitting the target's regular AC), what you actually roll has no bearing on whether or not you hit his touch AC. There is nowhere (IIRC) that you using a single die roll to compare to two different numbers. Even the example of firearms doesn't do this. You KNOW which number you will be comparing the roll to BEFORE you make the attack. |