Commonly Overlooked Rules


Advice

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Scarab Sages

For people who wnat to argue rules, plz make a rule question thread and argue in there.. it takes away from the thread alot.
Some that I didn't know before but learned from reading:
Players who have reach can face problems when allies/bbegs are in there way of targets... AoEs....
Magic items take damage on a save of 1.


So this thread has become commonly confused rules now?


Oh shields have a don time, unlike weapons drawing isn't enough to use one and you have to remove a shield before you can drop it.


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Howie23 wrote:
Commonly ignored rule: potions of a spell that involves the caster to make a decision have that decision fixed at creation. This is commonly in play for potions of resist energy or protection from energy (which energy), but are ignored for potions of lesser restoration ( which ability?)

I have always assumed that since lesser restoration doesn't use the same language (that being the inclusion of "you select" in resist energy, but not in lesser restoration) that it didn't function the same way...

of course, now I see that lesser restoration isn't on the random potion list in Ultimate Equipment so I can't really say what is supported by the books.


Black Lotus wrote:

For people who wnat to argue rules, plz make a rule question thread and argue in there.. it takes away from the thread alot.

Some that I didn't know before but learned from reading:
Players who have reach can face problems when allies/bbegs are in there way of targets... AoEs....
Magic items take damage on a save of 1.

For the sake of your group don't use that rule about items taking damage. Magic weapons shields and armor all have enhanced hardness and hitpoints but there is no such help for any other type of item... tens of thousands of gold getting blown up because of a bad roll is such a bad idea.

A +6 headband of mental superiority can be destroyed by a 4 damage spell

Grand Lodge

redliska wrote:
So this thread has become commonly confused rules now?

Despite requesting otherwise.


On a UMD check:
If you fail, charges are not expended
If you roll a natural 1 you cannot attempt to activate that item again for 24 hours.


Lord_Malkov wrote:
Black Lotus wrote:

For people who wnat to argue rules, plz make a rule question thread and argue in there.. it takes away from the thread alot.

Some that I didn't know before but learned from reading:
Players who have reach can face problems when allies/bbegs are in there way of targets... AoEs....
Magic items take damage on a save of 1.

For the sake of your group don't use that rule about items taking damage. Magic weapons shields and armor all have enhanced hardness and hitpoints but there is no such help for any other type of item... tens of thousands of gold getting blown up because of a bad roll is such a bad idea.

A +6 headband of mental superiority can be destroyed by a 4 damage spell

For your own relief, I quote the description of the item you mention: "This ornate headband is decorated with numerous clusters of small gemstones."

And it's weight: 1 lb.

Point being that A) can't really get numerous clusters of gemstones to stay on cloth all that well, so the headband is likely a different material, and B) cloth weight is so ridiculously low that if a headband (probably no more than an inch or two wide and no much more than 18" long) weighs 1 pound for any reason other than being covered in no less than 50 gemstones, it is because it is made of something heavy enough to actually be worth weighing.

That said, I don't see anywhere that the hardness and hit points of a headband are specifically denoted as being 0 and 4 respectively - no need to assume the worst.

Me, I consider anything described as gem-covered to be in the realm of jewelry, and that means it gets the hardness and hit points of silver at the very least (and I add in a house-rule that equates CL of an item to an equivalent enhancement bonus for the purposes of just this situation)


If a caster takes damage on his turn (eg from persisting acid, fire, bleed or anything else) he has to make a concentration check to cast a spell (dc 10 +1/2 dmg + spell level)

They only have to make this check if there are rounds left on the damaging effect.

This means that a cleric bleeding for 4 damage has to make a DC 13 concentration check to cast cure light wounds to stop the bleed.

You also have to make a concentration check (dc 10 + spell level) to cast a spell while mounted.


Mendeth wrote:
Muad'Dib wrote:
Creatures, even your enemies, can provide you with cover against ranged attacks, giving you a +4 bonus to AC.

I had to look up the part where you don't get AoO against enemies with cover, but all I could find in the AoO-section of core is that you threaten any square you can make a melee attack against. I have heard of the cover rule before, though (even played with it), so if there's something I've missed, please enlighten me.

Sorry for the later reply Mendeth,

Cover

Look under the term "cover", not AoO.

I hope that helps.

-MD

Shadow Lodge

With respect, because it is much worse and entirely defeats the purpose of have a thread about commonly overlooked rules if people state incorrect things. Just like in the other one, if the intent is to make a place for people to learn thongs they didn't know, and doubly so if you are wanting to make a document about it, the most important thingis that the info is correct and you are not spreading misconceptions or making people think they overlooked something that is wrong.

Liberty's Edge

Lord_Malkov wrote:

On a UMD check:

If you fail, charges are not expended
If you roll a natural 1 you cannot attempt to activate that item again for 24 hours.

To supplement this, if you roll a natural 1 and succeed, you do use a charge (and succeed on your roll) but are still unable to use the item for 24 hours.

And I've made a thread (since no one else seemed willing to do so) for the outsider discussion here. Please, feel free to drop in, post your arguments, and click the FAQ button. And with that out of the way, can we please keep arguments out of this thread like has been requested before.


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Advanced Race Guide, p.215 - All 0-HD creatures gain their HD, BAB, skills, saves and weapon/armour proficiencies from their classes only and never from their types/subtypes. There's absolutely no confusion possible, there.

Digital Products Assistant

Removed a post and reply. Please revisit the messageboard rules.


ShadowcatX wrote:
Lord_Malkov wrote:

On a UMD check:

If you fail, charges are not expended
If you roll a natural 1 you cannot attempt to activate that item again for 24 hours.

To supplement this, if you roll a natural 1 and succeed, you do use a charge (and succeed on your roll) but are still unable to use the item for 24 hours.

And I've made a thread (since no one else seemed willing to do so) for the outsider discussion here. Please, feel free to drop in, post your arguments, and click the FAQ button. And with that out of the way, can we please keep arguments out of this thread like has been requested before.

Actually. If you roll a natural 1 and succeed at the check you can still use the item.

To be locked out of using the item for 24 hours you must roll a natural 1 and fail the check.

I should have noted this in my first post. Sorry for any confusion.

Liberty's Edge

You are correct. My apologies.

Quote:
Yes, but if you ever roll a natural 1 while attempting to activate an item and you fail, then you can't try to activate that item again for 24 hours.

And that's the same as it was back in 3.5 so there's really no excuse for my mistake.

Grand Lodge

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We already have posts being removed by staff.

That was not the intended path of this thread.

If you have a rules debate of sorts, link to a Rules thread, and move on.

If it is an insulting post, Flag it, and move on.

It is a collaborative effort to list Commonly Overlooked Rules.

Please, let's work together to do that.

Thank you.

Dark Archive

I think a number of people still don't know you have to make a DC 10 constitution check each round you are dying to see if you stabilize with a penalty equal to the amount you are below 0.


Pathfinder Rulebook Subscriber

Want a simple weapon with a good damage die that can be used one- or two-handed, and can defeat two types of DR? Choose a morningstar.

Clerics are not proficient with shield bashes unless their deity's favored weapon is a shield.

In Pathfinder, natural attacks are primary or secondary according to the type of attack, modified by some creature traits. Multiattack has a much more limited role in Pathfinder than in 3e.

Paralyzed targets have a Dex of 0; they don't simply lose their Dex bonus to AC, they instead take a penalty of -5.

A darkness spell cast in bright light will create normal light in its radius.

Sczarni

blackbloodtroll wrote:

We already have posts being removed by staff.

That was not the intended path of this thread.

If you have a rules debate of sorts, link to a Rules thread, and move on.

If it is an insulting post, Flag it, and move on.

It is a collaborative effort to list Commonly Overlooked Rules.

Please, let's work together to do that.

Thank you.

There was another thread once with a title similar to this. It eventually had over 1200 comments because someone would post something they understood to be correct, and they were either wrong, or the rule in question was ambiguous, or an FAQ/Errata came along that changed how the rule worked.

And so someone else would come along and correct them. Or, worse, someone with an incorrect understanding of the rules would "correct" a post they thought to be in error. Either way, you have the basis for a conflict that must be resolved, since the ultimate goal of the thread is to get everything right. And so one attempt to correct the erroneous comment evolves into its own debate, as was demonstrated earlier.

And, on top of all of that, you have "personal opinion" posts that can bog down a thread and create their own debates. No amount of "polite requests" will prevent these things from happening. If you wish to create a list of commonly overlooked rules, or commonly overlooked tactics, or whatever, you're really best to undertake the task yourself.

My suggestion would just be to peruse that other thread and list, verify, categorized, and link what you want from there. Much of the work has already been done for you. You just have to sort through it.

Silver Crusade RPG Superstar 2014 Top 16

RJGrady wrote:

Clerics are not proficient with shield bashes unless their deity's favored weapon is a shield.

A darkness spell cast in bright light will create normal light in its radius.

For that matter, it was surprising to some in our group that Clerics aren't proficient in Heavy Armor.

The light rules in general are misunderstood.


Nefreet wrote:
BBT already did, and it wasn't good enough for you. If you're interested, there's a handy "Search" feature over in the Rules Forum. I found three different threads within a minute. Perhaps one of them will sate you?

Can you link us to a post where a Dev weighed in on this, then?

Sczarni

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Give a man a hyperlink, and you'll answer his question.

Teach a man to search for hyperlinks, and he'll answer his own.

Grand Lodge

Some skill checks are opposed by the target's skill check. When making an opposed skill check, the attempt is successful if your check result exceeds the result of the target. This is not the same as a DC or AC where equal to counts as a success.


Nefreet wrote:

Give a man a hyperlink, and you'll answer his question.

Teach a man to search for hyperlinks, and he'll answer his own.

I can search fine for the subject, but you claimed devs posted. Please provide a link to that post, thank you.


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I like the idea of the thread, really I do. But I like watching it descend into anarchy, with passive aggressive arguments and unheard appeals of adhering to the rules of the thread even more.

-MD

A process cannot be understood by stopping it. Understanding must move with the flow of the process, must join it and flow with it. The First Law of Mentat, quoted by Paul Atreides to Reverend Mother Gaius Helen Mohiam


Raise Dead costs you half your prepared spells/spell slots for the day when you are raised (50% chance to lose each). Doesn't come up too often since the time of raising is usually after the day of adventuring is done, but it can be extremely crippling if it occurs in the middle of a long dungeon-crawl.


Pathfinder Maps, Starfinder Maps Subscriber
Chris Lambertz wrote:
Removed a post and reply. Please revisit the messageboard rules.

I see this much too often. Post Police seems to be a full-time job. That is sad, really.

I do not understand why people have to get outright mean. It really is OK to disagree! My only guess is that some people take a little too much pride in their own viewpoints.


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Pathfinder Rulebook Subscriber

I was making an observation of what I thought was a quirk in the rules. I apologize that it turned into such a controversial issue. I never would have posted it had I known.

RPG Superstar Season 9 Top 16

If your BAB is +1 or higher, you can draw a weapon as part of your move action rather than your entire move action.

Darkness grants concealment. Seriously, my groups always forget concealment rules when fighting during the night and inside dungeons.

Spells like Charm Person and Enlarge Person don't work on native outsider characters.

When flying, you must always move and move in a straight line. Otherwise, you have to do a Fly check. My group always seems to have the mentality that everything flies like a flying creature in a video game.


It can but if you have a lightsource or darkvision, then nope.

Well, yes, but it’s easy to make that Fly check auto.


A character with an animal companion can handle it as a free action, or even use the skill untrained, but they still need to make the check to do so, and can fail.

Animal companions (and eidolons) who are entitled to gain Multiattack as a bonus feat, if they have three or fewer natural attacks, instead get to use one of their attacks a second time with a -5 penalty.

Contributor

I know one rule my table overlooked forever is that you may only have one instance of light active at a time. Also, if you are hit by an opportunity attack while attempting a combat maneuver (such as when attempting a maneuver without appropriate feats), you take the damage total as a penalty to your CMB roll.

Liberty's Edge

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I think what this thread needs, perhaps to help forestall future debates and prevent hurt feelings, is instead of just posting a rule, post the location it is found. This way anyone who thinks they are incorrect can check the cited source and for those that just didn't know the rule can read up on it.


Cyrad wrote:
If your BAB is +1 or higher, you can draw a weapon as part of your move action rather than your entire move action.

Just in case that doesn't sound quite clear to anyone else that doesn't know the rule;

you can draw a weapon as a free action combined with spending your Move Action to Move - not just any old move action.

Shadow Lodge

"If you have a base attack bonus of +1 or higher, you may draw a weapon as a free action combined with a regular move." CRB pg 187

What's further, you can not do this while using a Move action to stand up, while 5ft stepping, or while charging, only when taking a normal movement. I see the charging one all the time.


blackbloodtroll wrote:

Anyone know of others, or where such a list exists?

I think people often forget this part of the invisibility text.

A creature can generally notice the presence of an active invisible creature within 30 feet with a DC 20 Perception check. The observer gains a hunch that “something's there” but can't see it or target it accurately with an attack.

Liberty's Edge

DM Beckett wrote:

"If you have a base attack bonus of +1 or higher, you may draw a weapon as a free action combined with a regular move." CRB pg 187

What's further, you can not do this while using a Move action to stand up, while 5ft stepping, or while charging, only when taking a normal movement. I see the charging one all the time.

You may explicitly do so while charging, as long as the movement doesn't exceed your move speed. See charging in combat chapter.


stuart haffenden wrote:
Protection from Evil does NOT protect you from the confusion condition. Confusion is not control. However Calm Emotions will help you.

Any spell or effect based upon the Confusion or Lesser Confusion spells IS control by virtue of being Enchantment (Compulsion) effects. Protection from Evil works just fine at stopping these.

Shadow Lodge

Howie23 wrote:
DM Beckett wrote:

"If you have a base attack bonus of +1 or higher, you may draw a weapon as a free action combined with a regular move." CRB pg 187

What's further, you can not do this while using a Move action to stand up, while 5ft stepping, or while charging, only when taking a normal movement. I see the charging one all the time.

You may explicitly do so while charging, as long as the movement doesn't exceed your move speed. See charging in combat chapter.

See what I mean about false imformation. :)

Liberty's Edge

DM Beckett wrote:
Howie23 wrote:
DM Beckett wrote:

"If you have a base attack bonus of +1 or higher, you may draw a weapon as a free action combined with a regular move." CRB pg 187

What's further, you can not do this while using a Move action to stand up, while 5ft stepping, or while charging, only when taking a normal movement. I see the charging one all the time.

You may explicitly do so while charging, as long as the movement doesn't exceed your move speed. See charging in combat chapter.
See what I mean about false imformation. :)
PRD wrote:
Movement During a Charge: You must move before your attack, not after. You must move at least 10 feet (2 squares) and may move up to double your speed directly toward the designated opponent. If you move a distance equal to your speed or less, you can also draw a weapon during a charge attack if your base attack bonus is at least +1.

As I read your post the impression I get is that you are saying that Howie23 is spreading false informations, while you are the one that is mistaken.

Maybe you want to say the opposite, but if that is the intention be more careful of what you post.


Shadowdweller wrote:
stuart haffenden wrote:
Protection from Evil does NOT protect you from the confusion condition. Confusion is not control. However Calm Emotions will help you.
Any spell or effect based upon the Confusion or Lesser Confusion spells IS control by virtue of being Enchantment (Compulsion) effects. Protection from Evil works just fine at stopping these.

Here is a link to a thread stating that Protection from Evil does not work on Confusion. There was an FAQ and everything.


Thanks Matthew!


Thank you - my mistake and apologies. Hmm...I note that the FAQ entry contradicts Mr. Jacobs' statement.


Lord_Malkov wrote:

For the sake of your group don't use that rule about items taking damage. Magic weapons shields and armor all have enhanced hardness and hitpoints but there is no such help for any other type of item... tens of thousands of gold getting blown up because of a bad roll is such a bad idea.

A +6 headband of mental superiority can be destroyed by a 4 damage spell

I guess that this tidbit might count as little known information: "You can fix a destroyed magical item with the Make Whole spell. There are some limitations (caster level and charged items)."

Not all items have to be gone forever. I know some people consider it badwrongfun when items are destroyed (You can kill my character, but please don't break my sword!), but sundering and failed saves are not only a part of the game, but remediable.

However, this only applies to lower caster level items, so the aforementioned +6 headband of mental superiority would require a Make Whole cast by a level 32 caster 0_0

Liberty's Edge

Ed Girallon Poe wrote:
Lord_Malkov wrote:

For the sake of your group don't use that rule about items taking damage. Magic weapons shields and armor all have enhanced hardness and hitpoints but there is no such help for any other type of item... tens of thousands of gold getting blown up because of a bad roll is such a bad idea.

A +6 headband of mental superiority can be destroyed by a 4 damage spell

I guess that this tidbit might count as little known information: "You can fix a destroyed magical item with the Make Whole spell. There are some limitations (caster level and charged items)."

Not all items have to be gone forever. I know some people consider it badwrongfun when items are destroyed (You can kill my character, but please don't break my sword!), but sundering and failed saves are not only a part of the game, but remediable.

However, this only applies to lower caster level items, so the aforementioned +6 headband of mental superiority would require a Make Whole cast by a level 32 caster 0_0

Note that it is possible to repair a destroyed magic item for half of the cost of the item and in half of the time:

PRD wrote:


Repairing Magic Items
Repairing a magic item requires material components equal to half the cost to create the item, and requires half the time. The make whole spell can also repair a damaged (or even a destroyed) magic items—if the caster is high enough level.

- * -

It is one of those rules that isn't well defined in Pathfinder.
In the 3.5 rules it was very clear, you needed the appropriate feat, the needed spells and the remnants of the destroyed item. At that point you could rebuild it for half of the cost and in half of the time.
It was possible to repair a destroyed item.

Now you have the phrase: "Repairing a magic item requires material components equal to half the cost to create the item, and requires half the time."
It can be as easily interpreted as "you can repair a damaged or broken item, not a destroyed one" as "you can repair a destroyed item".

In the light of 3.5 retro compatibility it is easy to interpret it as "you can repair a destroyed item" but that is not automatically the right interpretation.
I think it still work as in 3.5, so if you have the feat and can make the crafting skill check you can repair a destroyed item at half cost and in half time, but it is possible to have table variation.


Thanks for clarifications on AoO and cover.

The NPC class adept casts archetypical wizard spells like burning hands, mirror image and baleful polymorph as divine spells, preparing them like a cleric with access to her entire list.

Grand Lodge

Sorry for my brief absence.

There does seem to a lot more useful info here, and the debates have moved on to appropriate forums.

That is good.


Using Diplomacy to influence a creature's attitude takes 1 minute of continuous interaction.


Raven Frostwolf wrote:
Using Diplomacy to influence a creature's attitude takes 1 minute of continuous interaction.

Using Intimidate to influence a creature's attitude takes 1 minute of continuous interaction.

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