
MagusJanus |
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@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.

thejeff |
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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.
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.

MagusJanus |

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.

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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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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.

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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.

NobodysHome |

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.

Devilkiller |

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.