Coup De Gras vs. Players in Pathfinder Society Organized Play


Pathfinder Society

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Greetings,

I would like to discuss the possibility of getting Coup De Gras against player characters officially limited or virtually eliminated in Pathfinder Society Organized Play.

I usually play a elven spell slinger type, and I didn't have to deal with the issue of the sleep spell personally. However, recently I started playing a Dwarven Fighter (the first Dwarven + Fighter I've ever played), and I often find myself completely asleep for the final battles.

It seems sleep is a popular choice for bad guys in the Organized Play adventures, and why wouldn't it be? The heroes are almost guarenteed to be effected by it, so why would it not be a top choice? (The other way around though, as a player the sleep spell is rarely... Undead, plant types, elven enemies, constructs, and so many other enemy types are not effected by sleep that a wizard of mine who relied on the sleep and color spray spells a bit too much got killed, and we lost half the party because that wizard couldn't pull his own weight in combat.)

For enemies of the party, sleep is a great spell! Only elves among the player's choices of race are unaffected by sleep, and the strong fighter types often have a low will save. Sleep is a party killer! (I've seen it happen, personally, twice... and I've heard of it happening a few other times in Organized Play. In 3.5 sleep and color spray were my two favorite low-level spells.)

So, why not eliminate sleep?! Multiple reasons. First, removing sleep from the bad guys bags of tricks seems like cutting off the nose to save the face. Second, there are adventures with baddies who already have sleep, and they may not work without it or may need rewrites.

So, why LIMIT or "virtually eliminate" coup de gras? Because it, combined with sleep doesn't give a player a chance to put up a fight.

=-=-=-=-=
Let me explain to you what has happened to me twice:
We're a low level [1-2] party: We reach the main bad guy, and the new players decide to all bunch up (despite advice to the contrary). Some bad guy surprises the party with a sleep spell, all the fighters get knocked out, and then before anyone else in the party can act another bad guy runs up and Coup De Graces the fighter types that are laying on the ground. My fighter takes 11 points of damage, and with a 14 on the die misses the fortitude save of 21 by 1 point. Instantly dead! That's it! That gave my fighter only a 1/4th chance of survival, and no decision I could have made after the adventure started could have saved him (except quit the adventure and go home). I could have decided to not go on the adventure, but then I wouldn't be playing would I?

=-=-=-=-=-=

It is the fighter's job to be in the front of the pack, in order to protect the weaker spell throwing types who stay towards the back or middle. Knocking the fighters out with sleep certainly creates chaos and causes the party a problem... The party often fails the mission... But at the expense of the fighters, who's job it is to knock down the door.

Now, if this were all real life the fighters are of course expendable. The fighters are the grunts, and grunts go in first, and grunts get killed... However, this isn't real life and the fighters are controlled by players who may never wish to play a fighter in organized play again (like myself) because the chance of survival is much higher as an elven wizard than it is as a dwarven fighter. (If the fighters die, the elven wizard simply runs away. Too bad for the fighters, they're dead.)

So, the whole party loses the final boss battle... The wizards get away with their XP and the loot, but the [non-elven] fighters never stood a fighting chance. The [non-elven] fighters were killed in a Surprise Round BEFORE ANYONE IN THE PARTY COULD ACT. No chance to get woken up, no chance for another player to step in front of them, pull them back, or do anything in an attempt to rescue them. The [non-elven] fighter is just dead before he gets to swing a sword, curs at the bad guy, or anything. Elves are unaffected and can attempt to run away, those with high will saves like clerics, wizards, and monks usually pass the check and can also attempt to flee, but the fighter does not get that opportunity. The fighter just gets put to sleep and then immediately dies.

=-=-=-=-=-=

Now, now... You may say that traps can kill a player character, and that is true. However, traps can be avoided. Rouges in a party can disarm traps, fighters who kick in a door without it being checked for a trap know take it upon themselves while the rest of the party stands clear, or even if injured badly in a trap the party can bring a fighter back from negative hit points... And, besides... Most traps don't do enough damage to kill a fighter out-right.

=-=-=-=-=-=

Now, before anyone tries to say I'm the type of person who would suggest eliminating anything that could kill a character, I would like to say that statement would be wrong.

It is not that the characters can die that bothers me. Pathfinder Society Organized Play points out many great reasons why characters are and should be allowed to die. Without the risk of death, there is no adventure. Dying is apart of adventuring.

It is not that death exists, it is that I believe every player and his or her character should be given a fighting chance. Players should be able to make decisions (other than to be part of the adventure or not) that effect whether or not their character survives. A player's character shouldn't be out-right ambushed and killed (sure it happens in real life) with no chance to fight back. It is the same as a GM in a home-brew game simply telling the player his character is dead, because the GM feels like the character needs to die. It can happen in real life, and in a home brew game a GM can simply kill a player's character if he wants to, but that doesn't me a GM should just kill a player's character because he feels like it... especially at the expense of the fun to everyone involved.

=-=-=-=-=-=-=

What I'm saying is, for the character, the only choice that could have saved their life was to not get out of bed that day. In an RPG, that is wrong... In real life, things happen: People die from air planes falling out of the sky; people get hit by cars or trucks just walking on the side walk; in real life... real life things are unfair. ... Role Playing GAMES are not real life, and they have rules that attempt to make things 'fair'. Role playing games are about having fun... A player shouldn't have had the only choice of "Play in this adventure or not play in this adventure" in order to save his or her character. If that is the only choice, then players will stop playing in the adventures... less people will show up to Organized Play, and Organized Play will dwindle because players will feel they have no chance of survival.

=-=-=-=-=-=-=

So, what do I suggest?

No Coup De Gras on player characters as long as someone in the party is left standing... And even then, a chance for those who are left sleeping at the end of combat to be captures and pay a ransom (a cheaper resurrection fee) to bring the characters back into play. A standard ransom can be based on the character's level (in role-playing terms his value would be based on how successful he has been to the Pathfinder Society... Higher level characters have been more successful, and thus are considered more valuable)... Perhaps a simple stripping of all gear from the character, and then a short blurb about how the character escaped from some dungeon or prison cell.

Sure, characters are going to die and death should be part of Organized play. Sometimes your going to be surrounded by a bunch of undead, attacked by a construct, some man eating plant, or some other thing that doesn't care about ransoms. I said it before, and I'll say it for clarity again: I don't want to eliminate death. I just believe players should always be given a fighting chance. If a spellcaster can cast sleep, than that spellcaster is smart enough to want the players for something else... such as a ransom, or to torture, or whatever. The NPCs on that spellcaster's team should also be smart enough to know this, and thus they should NOT WANT to coup de grace a player character. The NPC casting sleep should always want to capture, and not risk the killing... If they NPC wanted to kill the players, than a fireball, ray of frost, magic missile, or some other spell would likely be their choice... and even then a spellcaster who burns a player to near-death might decide to revive and ransom the character instead.

Low-level characters can't afford resurrection, and a bad GM (in a home-brew game) kills his players' characters over, and over, and over without ever letting them reach level 3.

In a society game the GMs are supposed to be more like impartial judges (than in a home brew game - and I believe all of my society GMs have been). The GMs in Society don't write the adventures, they just run them. Their decisions do have an effect and decide the fates of players' character though, and some GMs may feel it is more tactically sound to attempt a kill on a sleeping player than to attack the standing one five feet away, while other GMs may decide it is more tactically sound to attack those standing (and then there is always the lay out of the battle board it's self)... I'm saying we make a rule and tell all GMs that the NPCs will choose to attack the standing, not the fallen when given any choice... And while we can explain that a person is more concerned about the character with the crossbow pointed at them, more worried that a wizard who might cast a fireball than a sleeping fighter swing a sword, and thus not be concerned about the sleeping characters... We can also know that out of game it is to give the players a fighting chance. If the party leaves a sleeping party member, then that member is immediately put into holding for ransom... even if it was only a minute. (The party can't withdraw to allow the sleeping spell to wear off, for the sake of the sleeping spell to wear off. If you leave a fallen comrade, they are removed as a threat to the enemy.)

Characters put to sleep in the surprise round(or even first round) of combat aren't given the chance to run away, aren't given the chance to use diplomacy, aren't given a chance to role-play. Character put to sleep in the surprise round (or first round) of combat aren't given a chance. In a home-brew game the players are at the mercy of a GM, but in society a fair GM and all the players are at the mercy of the adventure. The rest of the party can fight, flee, or surrender. At higher levels you pick feats, gain abilities, and purchase equipment to increase your characters survival. If a high level character dies you can sell your gear or cash in PA to get the character resurrected. At low level you can't prepare for every situation and you can't sell all your gear to get a resurrection. Shouldn't everyone in a role-playing game, at any level, be given a fair chance to survive or a choice to bring their character back into play? Lose some loot, maybe some PA, and get back into the action!?

- Sasuga

The Exchange 5/5

Sleep is a one (1) round cast. It can't be used inside a surprise round which limits you to either a standard or move action only. It would only work in a surprise round if started as a standard action and completed with another standard action on the caster's next turn. This leaves him blowing in the wind as any disruption is going to force a concentration check and possibly blow the spell.

Coup de gras is a full round action also. You can't "run up and coup de gras".

Without knowing more details about the combat I can't fairly backseat your GM, but on the surface it sounds like some rules were forgotten. I think I know which scenario you are describing and you should ask the GM if he followed the tactics included in the act.

Both these actions are game-enders, and that's why they are designed as more than a standard action. If a GM is using this tactic against tier 1-2 players I suggest you don't play under him or her any more and send them a message. The game isn't about a GM building a body count. I know they call me "Massacre Miles" but after 237 PFS sessions I would argue I'm going to have an odd TPK or two.

Shadow Lodge 4/5 ****

There's a lot of text in your initial post, so let me see if I understand this correctly?

You're upset because your character was killed in a way you didn't have control of and are thus upset.

First of all as pointed out by Doug Miles there were probably some rules mistakes made, which contributed significantly to the lethality of the situation.

Second of all I find it hard to listen to your point as you've chosen to get behind the don't kill people because it's bad for morale and thus will discourage players bus that has been clearly explained before. There is no need to go over it in detail again.

Does losing a character suck? Yes. Does losing a character in a way you feel powerless to change 10x worse? Yes.

Does this mean coup de gras needs to be eliminated as an action for monsters? No.

According to Frost, and I'm inclined to believe him, is that GM's not listening to the tactics sections for monsters and instead choosing a more efficient action is the leading cause of player death.

This, combined with what is likely a pair of rules mistakes (which are both there specifically to stop issues such as this) caused you to die.

Could your GM have done a better job? Sure. Could you have wrote a less passive aggressive whine filled post? Sure. Could I have been more receptive and less "mean" with with my post? Sure.

How about we come to the understanding that mistakes have been made, and consider it all water under the bridge?

(Post includes backseat GMing under the assumption that the OP's description of what happened is accurate)

Paizo Employee Director of Brand Strategy

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Unless a monster or NPC's tactics specifically direct it to coup de grace or sunder magic items, or attack a PC which no longer poses a threat, these actions are covered by the "don't be a jerk" rule of PFS. These tactics punish players, not PCs, and GMs do not have license to break the "don't be a jerk" rule. Without knowing what scenario this was, it's hard to really dissect the elements that lead to this, but my guess here is that the GM chose tactics that made sense from a gamist perspective (ie. "kill the PC now, cause this NPC is going to die anyway") rather than realistic perspective (ie "That guy I just put to sleep is vulnerable, but his buddy is still coming at me with an axe, so maybe I should consider self-preservation.") As has been pointed out above, the incorrect adjudication of several rules facilitated the use of a coup de grace, but the GM was still being a jerk by using them in the first place.

The Exchange 5/5

I'm betting it was

Spoiler:
#51 or 52
, based on my Mark-Moreland-like recall of every Act of every Scenario in PFS. Actually it's a head-scratcher, cause no scenario really fits the OP's description unless his GM really went off the script. Some party tactics do cause the GM to have to re-write the encounter, but I agree that a GM knows coup-de-gras is going to cause a lot of angst.

5/5

Doug Miles wrote:
after 237 PFS sessions I would argue I'm going to have an odd TPK or two.

Thanks for those by the way...

5/5

Mark Moreland wrote:
Unless a monster or NPC's tactics specifically direct it to coup de grace or sunder magic items, or attack a PC which no longer poses a threat, these actions are covered by the "don't be a jerk" rule of PFS. These tactics punish players, not PCs, and GMs do not have license to break the "don't be a jerk" rule. Without knowing what scenario this was, it's hard to really dissect the elements that lead to this, but my guess here is that the GM chose tactics that made sense from a gamist perspective (ie. "kill the PC now, cause this NPC is going to die anyway") rather than realistic perspective (ie "That guy I just put to sleep is vulnerable, but his buddy is still coming at me with an axe, so maybe I should consider self-preservation.") As has been pointed out above, the incorrect adjudication of several rules facilitated the use of a coup de grace, but the GM was still being a jerk by using them in the first place.

Don't forget that many monsters don't have tactics. Some monsters "live" to create more of themselves (Mohrg come to mind). It's perfectly reasonable in situations like this to "finish off" defenseless characters before moving on to the next, however, even then it's still situational. (A Mohrg likely wouldn't kill a paralyzed character when standing toe-to-toe with the party's fighter)

As noted by Mark and Doug, any GM trying to kill a level 1-2 character is an ass. No other way to put it.

5/5

Doug Miles wrote:
Some party tactics do cause the GM to have to re-write the encounter

Thanks for that too!

Spoiler:
I had to come up with a unscripted desert encounter outside of the bounds of the scenario in Rebel's Ransom because of Mr. Miles and Mr. & Mrs. Pratt. I think the table still had fun despite getting zero XP, oh and Nani dying...

Liberty's Edge 1/5

Mark Moreland wrote:
Unless a monster or NPC's tactics specifically direct it to coup de grace or sunder magic items, or attack a PC which no longer poses a threat, these actions are covered by the "don't be a jerk" rule of PFS. These tactics punish players, not PCs, and GMs do not have license to break the "don't be a jerk" rule.

I have run a single session of PFS and played about 10. However, I ran about 200 sessions of LG, wrote six adventures, and helped on the stat-block copy editing, and developmental editing of another 15. So, while my experience with PFS is limited, my experience with organized play is fairly extensive.

I had two characters die in LG. One due to a coup de grace and one due a low level sleep encounter. I do not regret either of them. In the case of the cdg, I made a point of putting my character in the position that resulted in his death. I did so because after the surprise round and a won initiative by the NPC, the DM announced that the NPC tactics called for cdg, but she was refusing to execute those instructions, which called for her to cdg my PC.

As a DM, in the 200 or so sessions that I ran, I judged approximately 15 character deaths. Most of these came as the result of tactical isolation or unwise tactics. In one case, a PC fired a CL 7 scorching ray at a huge behir holding a PC in his mouth. Adjudicating a 10% chance of hitting the grappled PC, the caster hit the PC with both rays, killing him. That's a 1% chance of death. PC deaths happen.

During this time, I cdg'd a single PC. The situation was an encounter with CE raging orcs supported by a druid. Disjoint party interactions included tactical isolation. Two PCs went down. Two others left the scene of the scene of the battle while a raging orc stood over their fallen and dying comrade. I pointed out the situation. When moving his figure away from the battle, one of the players of the fleeing characters announced, "Nothing to worry about. Dave won't do it." I do not think that the resulting cdg was being a jerk.

Mark, I appreciate the "don't be a jerk" concept. However, if you are saying that, without reference to the actions at the table, any GM executing a cdg without it being described in the tactics is 1) being a jerk, and 2) thereby breaking a campaign rule, I have to disagree. But, if this is the campaign you wish to run, please let me know and I will change my plans with respect to the monthly gameday I have scheduled starting next weekend.

This isn't an ultimatum nor am I throwing down a gauntlet. Rather, I am striving to illustrate that games take turns that administrators and authors cannot foresee and that some degree of independence is necessary for the judges to conduct their game without second guessing every decision.

Most Sincerely,

David Howard

Paizo Employee Director of Brand Strategy

Howie23 wrote:

Mark, I appreciate the "don't be a jerk" concept. However, if you are saying that, without reference to the actions at the table, any GM executing a cdg without it being described in the tactics is 1) being a jerk, and 2) thereby breaking a campaign rule, I have to disagree. But, if this is the campaign you wish to run, please let me know and I will change my plans with respect to the monthly gameday I have scheduled starting next weekend.

This isn't an ultimatum nor am I throwing down a gauntlet. Rather, I am striving to illustrate that games take turns that administrators and authors cannot foresee and that some degree of independence is necessary for the judges to conduct their game without second guessing every decision.

The cdg is part of the rules and it has its place, but a GM altering the encounter to use a different spell in reaction to a PCs' action and a GM adding in a coup de grace are very different. While I am here to develop the campaign and coordinate it across the board, I can't make judgment calls at the table. The same way I can't determine for sure that someone was being a jerk by deliberately fouling up someone else's faction missions without being there, I can't make the call on whether a coup de grace was warranted or not either. And I shouldn't have to. PCs and GMs alike should be able to police themselves with regard to the "don't be a jerk" rule. In the end, there's little I can do about it anyway, especially if it's a GM doing it, as he can't ask himself to leave the table.

Whether it's a dealbreaker for you or not is your decision, but the official stance is that coup de graces are very shaky ground when it comes to this rule and are generally frowned upon as dirty pool. There are plenty of ways for PCs to die without them, and few cause as many hard feelings.

Liberty's Edge 1/5

Mark Moreland wrote:
Whether it's a dealbreaker for you or not is your decision, but the official stance is that coup de graces are very shaky ground when it comes to this rule and are generally frowned upon as dirty pool. There are plenty of ways for PCs to die without them, and few cause as many hard feelings.

As long as we would be in agreement that they are not to be taken lightly and to be done with due consideration game conditions and NPCs involved, as well as the metagame consideration of the player and the role of the character within her stable, I'm fine. It's the blanket statement that I take exception to.

Dark Archive

It sounds to me that you had a bad experience with that particular GM. If you have concerns about how things are playing out during the game session, then you should bring it up with GM at that point. Questions such as, "are you sure this NPC would rather finish off a defenseless foe than protect himself against the rest of the party" or "this villain seems to have gone to great lengths and personal sacrifice to set up the ritual--are you sure that he would stop at the last moment to kill a PC instead of trying to finish the ritual" are fair game if the GM's actions don't seem to fit the character.

However, if your complaint is that it's not fun to have a character get killed, then that doesn't hold water. Part of the fun of the game is that there is a risk of failing--sometimes we don't finish the mission, sometimes we don't get the gold, and sometimes player characters die. These outcomes might not always be as fun as winning, but there is no winning if there is no risk of losing.

I have no problem with a GM employing a coup de grace against a PC as if it's situationally appropriate. If it fits with the tone of the mod and the established nature of the villain, then it's fair game. If the PCs have spent the entire mod tracking down the Mad Slasher of Absalom, an insane mage who uses magic to disable his victims so he can murder them, then the players shouldn't be surprised if the Mad Slasher turns out to be a mad slasher when they meet him in person. (Maybe this is a scenario where they should sneak up on the bad guy and surprise him instead of rushing in.) Or if the villain grabs the disabled PC and calls out "let me go or I'll finish him off" and the PCs decide to attack anyway, then, well, maybe the players should have listened to him.


Just a comment:
That's Coup de Grâce, not coup de gras.


Just to point out, besides the already mentioned GM rules mistakes in the OP`s scenario (casting Sleep within Surprise Round when it is a 1 Round spell, enemy `running up´ and then CdG`ing when CdG is a Full Round Action which at most allows a 5´ step), it seems like a MAJOR mistake was also made if the GM allowed the enemy to CdG ALL the sleeping Fighter types in one go, which it sounds like was the case (`before anyone else in the party can act another bad guy runs up and Coup De Graces the fighter types that are laying on the ground`). ...It`s hard to tell for sure because the OP only focuses on his own character. :-/ Anyhow, CdG takes a Full Round Action to CdG ONE helpless enemy.

With only 1 non-sleeping caster ally, it should be fairly easy to awaken at least some of the remaining fighter types before they are CdG`d.

If I was this GM, I would offer to re-run the game from the point of the Surprise Round after the Fighters had failed their Saves, but running the rules correctly. I also think people should grow a thick skin.

Dark Archive 3/5

Seldriss wrote:

Just a comment:

That's Coup de Grâce, not coup de gras.

Oh come now, we can spell check each other all day:) Everyone knows what it means......lol

But other than that, great post. CdG can definitely be used IMO, and should be if the situation is right as I'm sure PLENTY of PC's use it on the baddies out there when they can.

Liberty's Edge 1/5

Adding another story to the thread; I'm rather surprised I forgot this one as it was both recent and in PFS. :)

We get to a BBG encounter. We wade through the mooks as we're having various non-harmful but annoying effects. My PC breaks through and I'm about to finally get my glaive into the guy. My PC then fails to save vs. sleep and fall at his feet with the rest of the party 20-60 feet away. BBG draws weapon, 5-ft steps up and begins the full round action to CdG my PC. The rest of the party then acts in heroic fashion to get at him. The BBG is killed before he can finish. My PC doesn't die. All is good in the universe.

When the GM was considering the option, I told him I would be just fine with it, and in fact would be disappointed if he didn't go with it.

It was a very fine, dramatic, memorable finish that could not have happened if CdG were outright banned.

Scarab Sages 2/5

I'm the GM.

I took some time to cool off after reading the responses in this thread because I resent the implication that I'm wantonly "being a jerk" or that because a 1st-level character died at my table I'm an "ass." Understand that my response is civil-minded, despite feeling slighted by the community.

To clarify: The sleep spell was cast as two standard actions, one in the surprise round, one in the first round.

The coup de grace-dealing character moved in the surprise round and delivered the coup de grace in the first round of combat. There were no other PCs threatening that character at the start of his turn.

The initiative happened in such a way that the fighter who died wasn't going to get a turn before the ambushers had gone twice (ambushers had high initiative, fighter had low) — it's possible the fighter would have died anyway, being "in the front" as he was.

Beyond setting the record straight, I have no interest in defending my choices as GM. My goal behind that GM screen is to lead everyone in having fun for four and a half hours, and I make choices in accord with that goal.


Good to hear the whole story.

I don`t think SOME usage of CdG by NPCs is `badbadwrong`, though I would default to saying if the situations is where Cdg is equal with another option, take the other one. If CdG really makes the most sense, go with it. Most often there will be a benefit from being able to take a Move Action, etc... With Vital Strike (+IVS/GVS) single Attack Action themselves can easily trigger Massive Damage saves at higher levels anyways. And though we all love to cry, writing up a low level character is pretty easy to do... so I repeat my advice to thicken one`s skin.


Seldriss wrote:

Just a comment:

That's Coup de Grâce, not coup de gras.

Isn't it called a coup de gras when you give someone a fat lip?

I've played maybe 15 different scenarios, and a coup de grace only came up once. The situation was a bit hinky, because the bad guy was clearly going to lose but the GM decided he would take a PC with him. In the end, the bad guy died provoking an attack of opportunity, but otherwise it might have gotten a little ugly.

The Exchange 4/5

Mark Moreland wrote:

Whether it's a dealbreaker for you or not is your decision, but the official stance is that coup de graces are very shaky ground when it comes to this rule and are generally frowned upon as dirty pool. There are plenty of ways for PCs to die without them, and few cause as many hard feelings.

Looks at Mark from the grave Color Spray Bad Mr GM!

Just kidding Mark - it fit all to well for this discussion though

Grand Lodge 4/5 5/55/5 ***

Sasuga wrote:
Characters put to sleep in the surprise round(or even first round) of combat aren't given the chance to run away, aren't given the chance to use diplomacy, aren't given a chance to role-play. Character put to sleep in the surprise round (or first round) of combat aren't given a chance.

To be fair, the same could be said for Hideous Laughter, Color Spray, Entangle, or any other spell or affect with the "save or suck" tag. At higher levels you have to deal with things like Disintegrate, Circle of Death, or Slay Living. Even a readied fireball with good dice and a missed save could mean death. Some expectation has to be placed on the players to properly prepare against foreseeable challenges. If a spell or tactic is highly useful and effective against "monsters" it should be expected that the monsters will use it against the PC's. Don't all intelligent melee creatures attempt to flank? So maybe the fighter who wants to open the door should pause and allow the perceptive rogue or ranger to listen at the door first. Perhaps, the cleric should hit the fighter with guidance and resistance (they stack and as level zero spells, they are unlimited). Or maybe protection from evil for a +2 to saves. Or even a haste for a +1 to reflex. There is a lot players can do to improve their survivability if they just take a moment to examine the options.


Douglas Miles wrote:

Sleep is a one (1) round cast. It can't be used inside a surprise round which limits you to either a standard or move action only. It would only work in a surprise round if started as a standard action and completed with another standard action on the caster's next turn. This leaves him blowing in the wind as any disruption is going to force a concentration check and possibly blow the spell.

Coup de gras is a full round action also. You can't "run up and coup de gras".

Without knowing more details about the combat I can't fairly backseat your GM, but on the surface it sounds like some rules were forgotten. I think I know which scenario you are describing and you should ask the GM if he followed the tactics included in the act.

Both these actions are game-enders, and that's why they are designed as more than a standard action. If a GM is using this tactic against tier 1-2 players I suggest you don't play under him or her any more and send them a message. The game isn't about a GM building a body count. I know they call me "Massacre Miles" but after 237 PFS sessions I would argue I'm going to have an odd TPK or two.

My initiative was really low that round. I think it all happened in surprise round, but even if it didn't, it all happened before I or anyone else in the party could act.

Douglas Miles wrote:
I'm betting it was ** spoiler omitted **, based on my Mark-Moreland-like recall of every Act of every Scenario in PFS. Actually it's a head-scratcher, cause no scenario really fits the OP's description unless his GM really went off the script. Some party tactics do cause the GM to have to re-write the encounter, but I agree that a GM knows coup-de-gras is going to cause a lot of angst.

It was:

Spoiler:
#2-01

I don't know what the tactics were supposed to be for the scenario, or the battle.

Losing the character does suck. I'm not here trying to get sympathy for my lost character, or bring my character back. I'm not saying the GM was a bad GM (maybe he was, even when my character died I didn't think he was).

I'm not trying to change the past. I just wanted to discuss the possibility of (as several of you have worded better than I) a rule that states unless the tactics call for it (your better wording) that the NPCs go for the players who are still standing.

I did state in my post, some NPCs are just going to go for the kill. I don't expect an assassin vine to do anything that would allow a PC to live. As was said above: Some monsters are just there to cause the players pain. Some monsters are not very smart. The races that players can play though, on the other hand, are usually more worried about self preservation.

I guess it turns out there is already a "Don't be a Jerk" rule? Is this really a rule in writing, or just one of those common sense rules?


Guys & Gals,

APOLOGY & DISCLAIMER:
I've often had a difficult time expressing myself in short and concise messages. In the past when I would only express my main idea without back-story and my reasoning behind it, and then I would get flamed. Someone would always take my meaning incorrectly, either because they wanted to cause trouble or because they simply didn't understand where I was coming from in what I was saying. So, yes, I'm sorry, my posts tend to be very long.

TRANSITION:
Still, I can see that even when I go to great lengths to explain myself things can be misunderstood.

CLARIFICATION (What this post is about):
My first post was meant to start a discussion on the idea of limiting coup de grace. (And a discussion we have!)

That is, I want(ed) to discuss changing the rule, or making a rule to limit its use.

TANGENT:
I appreciate the sympathy I've received from those who gave it.

I've lost characters before, and I'm sure I'll lose them again. I was attached to this one a bit more than I usually am, and it did hurt a bit when I lost him. I see some of that hurt came through in my post, I did not mean it to, nor was I seeking pity or to reverse what has happened.

BACK ON TOPIC:
I was seeking to discuss the 'law', not to imply the 'judge' was wrong in using or enforcing it.

TANGENT:
I had planned to ask Tom to clarify for me how exactly it did happen according to the rules after reading some of your posts. (Since, I was ignorant as to the exact details.) There is no longer any need to check to make sure the rules were followed, since he has posted above how it happened. It is clear the rules were followed.

Still, if I had asked Tom about the rules, as I had planned to, it would be out of hope that he might have accidentally forgot something, because I never had any doubt in Tom's fairness or objectivity. Also, the hope would have been slim, because I believe Tom knows the rules very, very, well.

PUBLIC NOTICE:
I never believed Tom was being a jerk when my character was died. I blame(d) myself a lot more than I blamed the rules or the dice, and I the rules and dice more than I blamed Tom.

Sure, I wish he had decided to have the NPCs use a different tactic. I never thought he did so to spite me, nor that he was breaking the rules, nor that was wrong in doing so.

BACK ON TOPIC:
I made the post with the hope we could make a new rule that said under certain conditions coup de grace couldn't be used on PCs. The _Hope_ was to get a new rule... The _intent_ of the post was to discuss the possibility of a new rule.

FINALLY:
Well, we discussed the possibility a bit. I actually now hope to discuss it a bit more. However, Howie and TwilightKnight have managed to change my view a bit on the topic. Also, there is already a rule of "Don't be a jerk" and that seems to cover what I was really concerned about in the first place. I saw this as a potential for abuse, but the "Don't be a jerk" rule seems to be there to prevent abuse.

FOR THE RECORD:
I never thought Tom was being a jerk. I also wish I was able to get a post in that said so before he made his post. (Although I wouldn't have used his name.) I hope he hasn't taken any misunderstanding away from my original post, because I like Tom and wouldn't want any uneasiness between us.

THANK YOU:
Thanks for reading and writing,
Sasuga

Dark Archive

Howie23 wrote:
We get to a BBG encounter. We wade through the mooks as we're having various non-harmful but annoying effects. My PC breaks through and I'm about to finally get my glaive into the guy. My PC then fails to save vs. sleep and fall at his feet with the rest of the party 20-60 feet away. BBG draws weapon, 5-ft steps up and begins the full round action to CdG my PC. The rest of the party then acts in heroic fashion to get at him. The BBG is killed before he can finish. My PC doesn't die. All is good in the universe.

I haven't used CdG in Pathfinder (not sure I ever used it in 3.5 either) but I feel I ought to check - isn't CdG a full-round action akin to full attacking, not a one-round 'action' akin to casting sleep or a summon spell? In other words, it goes: 1) Bad guy's initiative comes up; 2) Bad guy says 'I coup de grace the sleeping person at my feet'; 3) Bad guy's turn ends; 4) Next person's initiative comes up. So no ally of the poor sleeping person gets to act before the CdG is completed.

Am I missing something? (CdG as a one-round 'action' would be a good rule, creating some great tension in a game, but I didn't think that was how it worked).

Scarab Sages 3/5

As unpopular as it might make me, I'm going to say there should not be any rule against CDG.

I've never used CDG, as I feel it's a bad stratagy for most of the NPCs in scenarios and honestly, not much fun. I also don't see it being a stratagy that I want to use in the future.

But there has to be some sort of rules transparancy from player to GM. Limiting this sort of activity to just players, sets a precident that I'm uncomfortable with as it opens the door to other sort of restrictions that just make running a game harder.

The Exchange 5/5

I agree that there's not any call to ban the use of either sleep or coup de grâce. I also concur that mechanically there was nothing wrong with Tom's execution of either action. I recognize that Tom is not obligated to defend his actions to anyone. Perhaps he would be willing to discuss it after further reflection, and perhaps not. I think that it does call attention to the debate over the use of the tactics included in the scenario, as opposed to the GM being creative.

I recall having an imp use coup de grâce in The Asmodeus Mirage against a 5th level tank, figuring the devil would take someone out with him. It would be a dramatic way to go out. His companions were threatening so they'd get AOOs--and how difficult would it be for a 5th level tank to make the Fort save against a 1d4 stinger (x2)? I recall they all missed and he rolled a 2.

Shadow Lodge 5/5

Tom Baumbach wrote:
To clarify: The sleep spell was cast as two standard actions, one in the surprise round, one in the first round.

This is not how a spell with a one-round casting time works. Spells cast as a full-round action requires a full-round to cast. You cannot "break up" that casting time between a standard action in two rounds.

I hate to toss you under the bus, but under your own description of the events, I think a PC may have died due to a bad rules call.

As for the use of a coup de grâce, yes it's a valid action and one cannot argue that it was "against any rules", but it does seem like a bit of dirty pool to pull that on a player during a surprise round. It's one thing to watch a character die in an exciting manner, it's another to simply sit on your hands and watch them die.

The Exchange 5/5

Page 186

Start/Complete Full-Round Action
The “start full-round action” standard action lets you start
undertaking a full-round action, which you can complete
in the following round by using another standard action.
You can’t use this action to start or complete a full attack,
charge, run, or withdraw.

Dark Archive

The main difference (to me) between Pathfinder Society and Living Forgotten Realms is that it is virtually impossible to have a character die in LFR. As long as one member of your party makes it through the adventure in LFR, everyone gets to live. You may not get xp or treasure, but your character comes back with only a slight hangover.

I've long held that any encounter where your character has no chance of dying is simply a grind. It's "let's spend four hours harvesting experience packets and gold" so that we can later spend another four hours doing the same. As you might guess, I no longer play LFR. (Many people enjoy LFR, if you do, I am sincerely happy for you, and will say nothing bad about either 4th edition or LFR in this post.)

You can approach character building and encounters completely differently if there is no real chance of dying. You can build a glass cannon who can swing for massive damage, but can't take any real hit. You can dump-stat wisdom and dexterity (will and reflex saves) in favor of strength and constitution.

The possibility of someone casting sleep, color spray, or any number of other effects and then killing your character dead dead dead. Should drive players to make compromise choices. I know that I seriously look at how bad my saving throws are whenever I dump-stat CON, WIS or DEX. (My level 1 rogue that I just started working up currently has saves of 0,7,0 - I know that I'm seriously vulnerable, and if I get hit with a will-save spell, I'm pretty much toast. She also has only 8 hp, and a mediocre armor class. To paraphrase Dolf Lundgren "If she dies, she dies).

Yes, it sucks to have a character die. I had an LG character die due to a surprise round unholy blight that took that character from full hit points (2nd level) to negative hit points. The DM running that game proceeded to hunt down and kill every character that survived the blast and ran for their lives. But guess what? I've played a lot of organized play characters. I don't remember most sessions. I remember that one. It's the games that you play in where your character is most in danger that are the most fun. (At least to me). I personally would prefer a DM who plays monsters as a threat who honestly want my characters dead. When I DM, I try to play smart monsters as smart, and bloodthirsty monsters as bloodthirsty.

Reading the DM's tactics above, sound to me like that DM was playing smart monsters as smart. ("I'll sleep the party - whoever goes to sleep, slit their throats.")

The problem is that all of the actions that particular character could have taken occurred way before the actual encounter. Higher Dex would have given a better chance at a higher initiative. Higher Wisdom would have given a better chance at making the will save, and maybe a better chance at the perception check which would have avoided the surprise round. Maybe putting ranks into stealth, or letting a rogue scout ahead would have prevented the surprise round. Yes, these statements make a lot of assumptions about the encounter that might not be true, but in playing a game that involves the rolling of a lot of dice, everything is about increasing the overall odds. I'd be interested to know a few things about the character that died. What was his initiative modifier, and what did he roll on the die. (apparently from the post, both the enemy wizard and coup-de-grace'r had higher init scores). What was his wisdom modifier, and what did he roll on the saving throw? What was the DC of the sleep spell? (Guessing around 14 - first level spell, +3 ability score on the caster). Did anyone in the party act before him? If so, did anyone in the party come to his defense? If so, how? What level character was he playing? (I generally don't start to get too attached to characters below third level. "We just call you rookie until you prove that you aren't going to get yourself or everyone around you killed.")

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
Brother Elias wrote:
Reading the DM's tactics above, sound to me like that DM was playing smart monsters as smart. ("I'll sleep the party - whoever goes to sleep, slit their throats.")

Yes, save that he broke a rule to do so. You don't get cast a full round spell by splitting it between two standard actions. I have no problems with using the tactics the DM describes, but I would not have let a player break a rule that way, the NPCs get no special grace on that call.

It also would be a sucky way to end a first level's career especially if it was the first combat they got to face. The player should get to make at least one roll with his character before the end comes.

Scarab Sages 3/5

Here is another issue that really should be considered. If CDG is eliminated, then players will adjust their strategies. That means players that are disabled or helpless will remain helpless in combat longer, and that's no fun as well.

Liberty's Edge 1/5

LazarX wrote:
Yes, save that he broke a rule to do so. You don't get cast a full round spell by splitting it between two standard actions. I have no problems with using the tactics the DM describes, but I would not have let a player break a rule that way, the NPCs get no special grace on that call.

This is one of three posts in the last couple of hours stating or questioning this. Doug has posted the text. Yes, spells with one-round casting time and coup de grace, a full round action, can both be started in one round and finished in the other.

Tom didn't do anything wrong with that call. My DM didn't do anything wrong in my situation. Both were running the action correctly.

Shadow Lodge 5/5

Douglas Miles wrote:

Page 186

Start/Complete Full-Round Action
The “start full-round action” standard action lets you start
undertaking a full-round action, which you can complete
in the following round by using another standard action.
You can’t use this action to start or complete a full attack,
charge, run, or withdraw.

I stand corrected.

I do believe; however, that although a valid tactic, there would have been better ways to run the combat than to simply kill a character on the first round.

Scarab Sages 3/5

MisterSlanky wrote:
Douglas Miles wrote:

Page 186

Start/Complete Full-Round Action
The “start full-round action” standard action lets you start
undertaking a full-round action, which you can complete
in the following round by using another standard action.
You can’t use this action to start or complete a full attack,
charge, run, or withdraw.

I stand corrected.

I do believe; however, that although a valid tactic, there would have been better ways to run the combat than to simply kill a character on the first round.

True, there have been entire parties I have knocked down and out, but left alive, because the big bad's motives aren't to kill the characters, but escape with it's goal. (Infernal Vault, I'm looking at you.)

The option of failure without TPK should always exist and if you ask me, makes society play more interesting.

The Exchange 5/5 RPG Superstar 2010 Top 16

*waves*

As a GM, I've used Coup-de-Grace in PFS, as a rare tactic. Many opponents wouldn't think to employ it, even when it's available, but others are ruthless or truly hate the PCs, and I try to give enemies tactics appropriate to their intentions.

After I ruled that the Big Bad Guy in an adventure I ran at Gen Con would notice that his summoned fiendish bug had only one legitimate target, a helpless barbarian, and would order it to Coup-de-Grace the PC, my hotel roommate (a fellow GM and a friend to the player) respectfully took me to task for making deliberate choices that might ruin that player's first session with Pathfinder organized play.

So, I've thought about this question at some length.

I've concluded that Coup-de-Grace in 3.5 / Pathfinder is akin to "killing attacks" in Champions; the GM ought to signal that the kid-gloves are off in this encounter. Not only should the tactic inform the players about what kind of opponent they're fighting, but the party needs to know that they're in an unusual degree of danger. For example, a team of opponents might kill an NPC in cold blood, or might announce a contest to see which of them would land the greatest number of killing blows against the party.

I'm familiar with the module Tom ran; if this was one of the Consortium teams, the PCs might well have expected that they were up against people who play for keeps.

Grand Lodge 5/5 ****

EDIT: Ignore what I have written - just read the following again:
decide to all bunch up (despite advice to the contrary

Off course a clumb of 4 low levels gets just targeted dead center ...

--------------

In general I don't think is helps to discuss these topics here openly. But as the damage seems to be done anyhow ...

I just have one question about the CdG. The fighter doing the CdG - wasn't he in the range of the sleep spell when it actually became active and also needed to save. Off course he could be immune (elf? or too high level? compared to the players - but I doubt the latter as the remaining group still seemed to be successful)

I would regard it as difficult (not impossible) to target the spell in a way not to include the moving fighter(s) as well. And the wizard shouldn't know that his flunkies are save in level and the PCs are not.

Off course if they did the save, then the player was just very unlucky as he missed a string of dice rolls (Ini AND Fort save in his disfavour)

Thod

3/5

Douglas Miles wrote:

Page 186

Start/Complete Full-Round Action
The “start full-round action” standard action lets you start undertaking a full-round action, which you can complete in the following round by using another standard action. You can’t use this action to start or complete a full attack, charge, run, or withdraw.

This one's actually tougher than it looks at first glance.

"Casting Time

Most spells have a casting time of 1 standard action. Others take 1 round or more, while a few require only a swift action.

A spell that takes 1 round to cast is a full-round action. It comes into effect just before the beginning of your turn in the round after you began casting the spell. You then act normally after the spell is completed."

So, the question becomes... if this GM split the full-round action part of casting a one-round spell, does the spell come into effect one round after the first standard action used to cast, or one round after the second standard action used to cast?

Upon closer inspection, it's actually clear that the GM was in the wrong rules-wise. We can rule out the possibility that Sleep came into effect during the first round of combat:

The GM had the turn order work like this:

Surprise:
-Cast Sleep
Round 1:
-Sleep takes effect
-Continue casting Sleep

That doesn't make any sense. Since one-round spells take effect "just before the beginning of your turn," then the spell would be complete, and the caster would no longer be required to spend his standard action on Round 1, because if he decided to cut off the casting, it wouldn't matter; the spell had already resolved. Instead, he would "act normally after the spell is completed."

So, clearly, the way the GM ran the combat is incorrect.

Thus, the other possibility must be true:

Surprise:
-Cast Sleep
Round 1:
-Continue casting Sleep
Round 2:
-Sleep takes effect

Thus, the GM was in the wrong, and that combat should have went very differently.

-Matt

The Exchange 5/5

I think that, clearly, the discussion about sleep & full-round casting belongs under Rules Questions. I disagree with you Matt, but debating it here is not appropriate because this is the Pathfinder Society board. Let's not cloud the thread with a topic that is better hashed out under the Rules Questions board.


Runs up and CDG my friends.....

My longspear and readiying an action for the BBEG running up is why longspear has brace.....

Alternately I could occupy and/or threaten that square where my friend lies..........

Scarab Sages 2/5

Speculation on splitting full-round actions aside, I also noticed one other bit of inconsistency in this report. To correct it, I'll repost the surprise and first round initiative actions leading up to the fighter's death as best I can remember.

Surprise Round
Witch: begin casting sleep.
Guards: move to block easy access to witch/move adjacent to party.
PC (Andrinor): Ranged attack (ray of frost) on witch (success); witch succeeds concentration check.

First Round
PC (Tyrth): attack nearest guard, misses
Witch: finishes casting sleep; spell takes effect
Guard: delivers coup de grace.

As to *why* I chose such a lethal tactic:
I've run this scenario five times now. The first three times through, the final battle destroyed the PCs. In each of those first three, I made judicious use of the mod's special "resurrect them to get information" caveat to save the defeated PCs.

The sleep spell took out half the party. Outnumbered, the out-of-spells sorcerer and the longbow-wielding ranger who entered melee didn't look like they were going to last long. We were already running late (past the store's closing time) and I figured I'd hurry along the end result. Some amazing luck for the PCs (including a crit ray of frost which disrupted a spell from the witch) and terrible rolls for GM later — sorry Larry.

Scarab Sages 2/5

Thod wrote:
I just have one question about the CdG. The fighter doing the CdG - wasn't he in the range of the sleep spell when it actually became active and also needed to save.

The sleep spell did indeed take out one of the witch's guards, but not all of 'em.

The Exchange

Suck it up. Sleep spells are not overpowered. They effect very limited hit dice and unless every caster you ecounter has the combo effect of 18 in casting stat plus greater spell focus in enchantment, the spell save is easy to make.

That being said there are many options to help with sleep spells.

1) Play a dwarf. +2 to saves vs magic and +2 to wisdom stat should make most dwarves +2 to +7 on will saves vs sleep spells.

2) Play an elf or half elf. Never worrry about sleep spells again.

3) Take iron will as a feat. There is also a higher level feat after iron will that allows one reroll on a failed will save once per day.

4) Bump up your wisdom score and stop using it as a dump stat. In addition to the improved will save, Wisdom is a great help in many other skills such as Perception, Heal, Sense Motive and Profession.

And also, Coup De Grace is a full round action that provokes an attack of opportunity. Also, slapping someone or treating them roughly is usually enough to rouse a sleeping character. In our game anyone using a standard action when adjacent to a sleeping character can wake them up. It wastes two standard actions. One from the sleeping character and another from the character waking her up. That is a fair penalty for a spell effect and this is a teamwork game.


I've created a monster!

This thread has gone in many different directions, and apparently all at once.

It is also clear to me that some people don't actually read entire posts before commenting.

=-=-=-=-=
I wish I had never posted what happened. For one thing, I didn't have all my details strait (thanks Tom for hashing and re-hashing how it went down to clearify. I felt you did nothing wrong and I now also know it with certainty.) And for another thing: Most of the posters are focusing on how the character died instead of whether or not "CDG" should or should not be limited.

The facts are in, so the opinion of whether or not the GM's actions were wrong no longer matter. His actions were in the legit.

As for his motives: He told me his motives but I wont share them because they contain spoilers.

Also, everyone who thinks I'm crying over this lost character: I'm not. I felt a little shock and found I was a little attached to the character, but I'm a big boy and I can handle it. I just couldn't handle it if a GM was using this sort of thing abusively and thought it should be discussed.

I thought about answering the questions about the stats of my character, but decided it would be off topic. This wasn't meant as a pity party, or a player tactics discussion. I wanted to discuss whether or not NPCs should use this tactic when ever possible, or if there should be some rule that says they should try to kill or disable the standing PCs first.
=-=-=-=-=

My concern is/was (which someone stated in a form far better than I had) that this sort of thing could be abused. It certainly can be a party killer.... Apparently there are a lot of party killers in the game, and oh well: So be it.

=-=-=-=-=
As for my opinion on the topic (since I started it): I don't like to kill player characters before they reach level three. (In home brew games.) I am generally more forgiving to new characters and new players when it comes to these sort of things.

Here are some questions I think help bring the discussion on topic:

If an NPC is concerned about not dying (as most rational human intelligence and higher creatures are), should the NPCs worry about killing the guy who's going to be asleep for a minute or killing the guy who's going to swing a sword or axe in the next six seconds?

Basically, who's more of a threat? The guy who wakes up one minute from now, or the guy is five feet away and brandishing a weapon?

If the NPC is not intelligent, the NPC may go for the warm blood closest to them. If the NPC is not afraid of the guy with the sword five feet away, or the guy 30 feet away with the bow, then the NPC (in all its 'god complex') may go for the immediate kill.

...

I've seen some people mention some decent guidelines they go by. I've seen people weigh in on their opinions.

I don't want to remove CDG from the game (on either side)...

What do you guys think?

Grand Lodge 5/5 ****

Sasuga

First of all - I think it's great that you brought up the topic. CdG and how to handle it should be discussed here. I don't think there never can be a rule - as a CdG is allowed by the rules and it really depends on the cricumstances.

I think where you did a disfavour yourself is when you added your own personal experience. Part of this helped to create the monster that it became because we started to discuss specifics and not in general what is best to do.

So back to my opinion that there never could be a rule. There are multiple reason why I think this is the case. Circumstances are often so different and if there would be a hard rule I know that players would start to misuse it - oh now - you can't kill me - this would be a CdG - see page xyz in the PFS rules.

But where this discussion should help is give GMs some feel how the majority of GMs handles it.

So here is my take:
1) In a combat situation I would try to avoid CdG if other PCs are still up and threatening.
2) If characters are left on their own, then it would depend on the opposition. Example - half the group goes down (either by spells or through damage), the other half of the group retreats to come back later. Here I see three options and it depends on circumstances what I would do. a) heal/stabilize the characters (could happen if the opponent is intelligent and wants the character as slave, for information, etc.) b) leave them to die (they either stabilize themselves or die). c) Activly killing them (for example a hnugry monster will start eating the character. This might not strictly be a CdG - but it results in the same. It isn't a CdG as I wouldn't bother to roll as I assume the monster/enemy has enough time so even a few saves won't help d) an active instand CdG at the first opportunity

Of all the above I would use d) sparingly. I don't say I would never use it. c) depends a lot on the monster. b) is likely the default and to have a) you will have to be lucky - something in the background of the enemy would make him do that.

I hope this helps to bring the thread back on topic

Thod

Ps: There is in addition the contentious BBE knows he will go down and tries to take one PC with him. Not sure about this one. Maybe too softhearted to try maximising death in this case ...

Liberty's Edge 1/5

Tom Baumbach wrote:
Witch: finishes casting sleep; spell takes effect

I think it is debatable whether the sleep would kick in then, or just before the Witch's turn on round 3. Unfortunately by using two Standard actions to cast the spell it throws up an ambiguity in the rules.

PRD says: A spell that takes 1 round to cast is a full-round action. It comes into effect just before the beginning of your turn in the round after you began casting the spell. You then act normally after the spell is completed.

Now, you could read that as the witch has spent a round but just put part of her Full Round action at the end of the round, and it does say it comes into effect "in the round after you began casting the spell". This reading would support the way you ran things.

However, you could also put emphasis on the "It comes into effect just before the beginning of your turn" part of that sentence. And you could say that the spell could not come into effect then as the witch has not yet spent the second Standard action to complete the Full Round action. Therefore it could be argued that the spell would come into effect just before the beginning of the witch's turn in the next round.

I could see the ruling going either way.

Now, if the rules had said "It comes into effect just before the beginning of your turn in the round after you complete the Full Round action to begin casting the spell" there would be no ambiguity.


DigitalMage wrote:


I think it is debatable whether the sleep would kick in then, or just before the Witch's turn on round 3. Unfortunately by using two Standard actions to cast the spell it throws up an ambiguity in the rules.

Its not really ambiguous. Casting a spell with casting time of 1 round means that the character starts casting as a full round action on their turn and finishes casting just before their next turn begins. As soon as they've finished casting the spell it goes off as normal.

To the OP: CDG is part of the game. Is it abusable? No more so than a DM electing to have all of the monsters target one guy even after they drop... Does it have its place? Definitely.

-James


I would very much appreciate more/official analysis of what happens when you start casting a 1 round spell during the surprise round.

The Exchange 5/5

The discussion about sleep & full-round casting belongs under Rules Questions. Debating it here is not appropriate because this is the Pathfinder Society board. Let's not cloud the thread with a topic that is better hashed out under the Rules Questions board :)

Grand Lodge 4/5 5/55/5 ***

Thod wrote:

Ps: There is in addition the contentious BBE knows he will go down and tries to take one PC with him. Not sure about this one. Maybe too softhearted to try maximising death in this case ...

I am also not a big fan of the "taking someone with me" mentality that some GM's use. However, in rare cases, it makes some sense. Perhaps the BBEG is a devil and knows that when he "dies" he'll just be redeposited in the quagmire that is hell and respawned as a lemure. Knowing that, he might want to CDG the rogue with questionable morals in hopes they join him in hell. Or maybe the paladin, to eliminate one more holy warrior against hell.

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