5 Rules That Players Seem to Always Forget About


Pathfinder First Edition General Discussion

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Devilkiller wrote:
@DM Under The Bridge - I think the adage about most fights ending up on the ground has more to do with grappling than slipping and falling, but the chaos of combat can manifest itself in many ways.

It has to do with real-life fighting. Basically, the idea that one or both go down and attack each other while down.

It's more a combination of grappling and attacking while prone.


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MagusJanus wrote:
Devilkiller wrote:
@DM Under The Bridge - I think the adage about most fights ending up on the ground has more to do with grappling than slipping and falling, but the chaos of combat can manifest itself in many ways.

It has to do with real-life fighting. Basically, the idea that one or both go down and attack each other while down.

It's more a combination of grappling and attacking while prone.

I'm no expert, but that seems much more likely to apply to unarmed fights than to weapons.

If you're hacking at each other with axes, you're not too likely to grapple or go down until someone's really hurt.


thejeff wrote:
MagusJanus wrote:
Devilkiller wrote:
@DM Under The Bridge - I think the adage about most fights ending up on the ground has more to do with grappling than slipping and falling, but the chaos of combat can manifest itself in many ways.

It has to do with real-life fighting. Basically, the idea that one or both go down and attack each other while down.

It's more a combination of grappling and attacking while prone.

I'm no expert, but that seems much more likely to apply to unarmed fights than to weapons.

If you're hacking at each other with axes, you're not too likely to grapple or go down until someone's really hurt.

Pretty much.

It did apply to guns during the trench warfare era, but that's long passed.


DM Under The Bridge wrote:


If your bowstring cannot snap, please tell me where you get these adamantium bowstrings.

Galadriel. Nice lady, platinum blonde, likes trees and hairy toes, perhaps you might remember her?


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Anyone remember when this thread was about actual rules people forget about, and not about house rules some like but others don't, or hypothetical house rules that people propose without liking?


The main rule I tend to forget about is which spells have a funny casting time (Sleep, Restoration - I'm looking at you). It's all a bit arbitrary. I expect someone's made a list of them somewhere on the net.

Silver Crusade

Mudfoot wrote:
The main rule I tend to forget about is which spells have a funny casting time (Sleep, Restoration - I'm looking at you). It's all a bit arbitrary. I expect someone's made a list of them somewhere on the net.

Yeah, it took me forever to realize that Sleep is a full round cast. Summoning I remember, because it's so common. I also didn't realize Infernal Healing takes that long at first.


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My group tends to forget that Mending has a 10 minute casting time. I always have to remind them.


Yeah, Fromper, I just noticed Sleep takes a round within the past month or so. Something else people forget is that Lesser Restoration takes 3 rounds to cast. That's not very useful during combat and further enhances the value of Delay Poison.

Sovereign Court

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Anyone who played a lot of 3.5 may be surprised to notice Silence now has a 1 round casting time and only lasts rounds per level, not minutes. Pretty big nerf on what was once an exceptionally powerful 2nd level spell.


In fact, I don't think we'd noticed the 1 round casting time on Silence. It would be nice to get a chance to make a Spellcraft roll and recognize that you should shoot the enemy Cleric before he finishes casting.

Silver Crusade

The Human Diversion wrote:
Anyone who played a lot of 3.5 may be surprised to notice Silence now has a 1 round casting time and only lasts rounds per level, not minutes. Pretty big nerf on what was once an exceptionally powerful 2nd level spell.

And yet, it's still a pretty good spell for its level. I never played 3.5, but it sounds like it was overpowered for level 2 in that version.


Yeah, if you don't have any access to Silent Spell the Silence spell can be pretty devastating, especially if you're trapped in an area you can't easily move out of.

Sovereign Court

Fromper wrote:
And yet, it's still a pretty good spell for its level. I never played 3.5, but it sounds like it was overpowered for level 2 in that version.

In 3.5, casting as a standard action meant you could ready for any spellcasting and then put a silence "right next to" where the spellcasting was coming from. A perfect interrupt.


Well, the APs still put too many spellcasters in teeny tiny rooms, so my group had a tendency to Silence the paladin just before someone opened the door for her so she could charge in.

Room less than 40' across? Sad, sad caster in a Silence field facing a paladin...

...and yeah, lots of the rooms were supposed to be "BBEG rooms" with no other exits, so it was just ugliness. Funny. But ugly.


A great use of aid another: Skill checks. You're not often wasting an action, and there's no consequence to failure. In the Sixfold Trial, we all aided our bard in his perform checks.

Sovereign Court

NoncompliAut wrote:
A great use of aid another: Skill checks. You're not often wasting an action, and there's no consequence to failure. In the Sixfold Trial, we all aided our bard in his perform checks.

Just like the Beetles did with Ringo.


We use Aid Another on skill checks constantly. The tough part is remembering what the limit is on how many creatures can help on skill checks (most DMs we play with say 2)

@NobodysHome - My otherwise rather useless Cleric in Rise of the Runelords ended the career of several enemy casters by putting Silence on the Fighter's helmet. Often the monsters do better if they can move around a bit. Silence isn't really very tough to get out of in an open area.


"Shhhh, killing time now" said the fighter inaudibly.

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