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Dark Archive RPG Superstar 2013 Top 32

Arcesilaus wrote:
Antoine7 wrote:
Daigle wrote:
Just last week I noticed that darkness and fog (visibility issues) trigger double movement.

...what??? Really?

technically, total darkness HALVES movement, meaning each square costs 10' of movement. See PHB p. 302.

I knew that it affected movement, but I thought it just prevented you from taking double-move and run actions. Didn't know each space counted double. Hmm... interesting.

Paizo Employee Director of Narrative

Arcesilaus wrote:
Antoine7 wrote:
Daigle wrote:
Just last week I noticed that darkness and fog (visibility issues) trigger double movement.

...what??? Really?

technically, total darkness HALVES movement, meaning each square costs 10' of movement. See PHB p. 302.

Bad syntax. Same result. For anyone who thought I meant darkness made you move faster, I apologize.

The Exchange Contributor, RPG Superstar 2008 Top 6

Arcesilaus wrote:

This is all covered, actually, on DMG p. 213: "Activating a spell completion item [like a scroll] is a standard action and provokes attacks of opportunity exactly as casting a spell does." This means that spells with long casting times (e.g., raise dead) only take one standard action to use when cast from a scroll, which can be handy.

It would be handy, but it isn't true. You have to dig into the DMG items section to find "the rest of the ruling". Using that scroll takes as long a time as casting the spell does. The only around that that I have found is potions.

To use a magic item, it must be activated, although sometimes activation simply means putting a ring on your finger. Some items, once donned, function constantly. In most cases, using an item requires a standard action that does not provoke attacks of opportunity. By contrast, spell completion items are treated like spells in combat and do provoke attacks of opportunity.
Activating a magic item is a standard action unless the item description indicates otherwise. However, the casting time of a spell is the time required to activate the same power in an item, regardless of the type of magic item, unless the item description specifically states otherwise.


Russ Taylor wrote:

It would be handy, but it isn't true. You have to dig into the DMG items section to find "the rest of the ruling". Using that scroll takes as long a time as casting the spell does. The only around that that I have found is potions.

To use a magic item, it must be activated, although sometimes activation simply means putting a ring on your finger. Some items, once donned, function constantly. In most cases, using an item requires a standard action that does not provoke attacks of opportunity. By contrast, spell completion items are treated like spells in combat and do provoke attacks of opportunity.
Activating a magic item is a standard action unless the item description indicates otherwise. However, the casting time of a spell is the time required to activate the same power in an item, regardless of the type of magic item, unless the item description specifically states otherwise.

You are absolutely right. and by "dig in the DMG" you mean read the paragraph just before the one i quoted on p. 213. errg.

o


Fatespinner wrote:
Rothandalantearic wrote:

So this past friday my party comes up against a Beholder. Bad news for them, its one of the biggest monsters they have tangled with so far. The Warmage came out of left feild on me witha rule I was totally unaware of to help beat the Beholder. The Rule:

An Attacker that has total concealment from a defender denies the defender any Dex bonus to their AC.

He pulled this little stunt by casting Leomunds Tiny Hut, a spell that gives those inside it total concealment from anyone outside, yet those inside can see perfectly well. Wow!

You said it was a beholder... the antimagic cone seems like a very effective way of eliminating this strategy, especially since the spell is immobile.

I would agree Fate, but in the instant the Beholder turns away to fire off some eye rays, the Hut springs back into place and the parties ready actions go off...


I suppose that the beholder could disintegrate enough of the wall or ceiling so that it collapses on the hut.


Fatespinner wrote:
Most of the time the PCs weapons had bigger '+s' on their weapons so it wasn't a big issue,

In the current edition the amount of '+'s don't effect which weapons can sunder which. Hence a non-magical Adamantite Bastard Sword probably has little trouble slicing through a +3 Long Sword


FS and Jeremy are right. The d20SRD website seems to have dropped the part about "+"s. Wow.

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