| Neal Litherland |
| 6 people marked this as a favorite. |
Hello again all! I've had some positive responses to me "Rules Pathfinder Players Keep Forgetting" series of posts in the past, and after some digging I found some that continually get overlooked at the tables I join. So I thought I'd share them, and see if there was anyone here who might find their games enhanced by the latest entry.
| Errant Mercenary |
You cant charge through your allied squares. Reach weapons are subject to cover from people in the battlefield, including your allies.
Nice list, liked the catching one, the rest I knew..especially the 5ft step one, I plan on handing my group their asses with that particular piece of information, to see if theyll learn readied actions once and for all.
| Java Man |
| 3 people marked this as a favorite. |
Might want to add sometime that boiling water/liquid does not deal fire damage, but scalding damage. That can be important, especially when you drop someone in boiling acid.
Wait, so a red dragon can swim in magma, but not boiling water, but magical boiling water does fire damage (geyser spell)?
Teacher, may I be excused? I don't feel so well.
Deighton Thrane
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Can't say that I've ever forgotten any of those. Though I usually choose to let a team mate fall, than try to catch them. Unless of course I have a ridiculous climb modifier that makes failing by 5 or more not a possibility. Cause having one team member fall to their death is bad. Having that team member cause everyone else to fall to their death is much worse.
Also be wary of the 5 foot step with readied actions. It's entirely possible for a reach weapon user to break the game using readied actions.
| Xethik |
Also be wary of the 5 foot step with readied actions. It's entirely possible for a reach weapon user to break the game using readied actions.
I'd be more wary of spellcasters than reach weapon martials. But yes, this tactic can bother non-reach melee quite a bit.
| Neal Litherland |
Might want to add sometime that boiling water/liquid does not deal fire damage, but scalding damage. That can be important, especially when you drop someone in boiling acid.
Question; do you have a page reference for this one? I'm not averse to doing a 6th installment, but I need to pin down where the things I'm quoting come from, and this would be great to have in my notes.
| Milo v3 |
Question; do you have a page reference for this one? I'm not averse to doing a 6th installment, but I need to pin down where the things I'm quoting come from, and this would be great to have in my notes.
Here's a PRD link. Scroll down to Heat Dangers, and it says "Boiling water deals 1d6 points of scalding damage, unless the character is fully immersed, in which case it deals 10d6 points of damage per round of exposure."
Other forgotten things from that section are "Damage from lava continues for 1d3 rounds after exposure ceases, but this additional damage is only half of that dealt during actual contact (that is, 1d6 or 10d6 points per round)."
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"Very deep water is not only generally pitch black, posing a navigational hazard, but worse, deals water pressure damage of 1d6 points per minute for every 100 feet the character is below the surface. A successful Fortitude save (DC 15, +1 for each previous check) means the diver takes no damage in that minute."
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"Very cold water deals 1d6 points of nonlethal damage from hypothermia per minute of exposure."
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Torches using up oxygen as a medium sized creature.
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"Small characters consume half as much air as Medium characters."
| Charlie Brooks RPG Superstar Season 9 Top 4, RPG Superstar 2015 Top 32 |
Um.... who doesn't know that Energy Resistance Fire 5 and Damage Reduction 5 are different things.....?
You'd be surprised. I'm often the only one at my table with a really solid grasp on the rules, and I've had to clarify the difference between DR and energy resistance at least a few times.
In my experience, the problem often comes when a PC gets DR (eg, with enough barbarian levels) and tries to apply that to all damage instead of just weapon damage.
| Neal Litherland |
Milo v3 wrote:Um.... who doesn't know that Energy Resistance Fire 5 and Damage Reduction 5 are different things.....?You'd be surprised. I'm often the only one at my table with a really solid grasp on the rules, and I've had to clarify the difference between DR and energy resistance at least a few times.
In my experience, the problem often comes when a PC gets DR (eg, with enough barbarian levels) and tries to apply that to all damage instead of just weapon damage.
Most of the rule problems come from people not looking things up, or actually understanding their own characters in my table experience. I see it a lot with newer players who have energy resistance or DR. They ask, "hey, what is damage reduction," and instead of being clear, or letting them read the entry themselves, we say, "whenever you take damage, reduce it by that number." So they do it for everything from fireballs to punches, because hey, it's all damage if you don't have a more nuanced understanding of the rules.
| Errant Mercenary |
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"Very deep water is not only generally pitch black, posing a navigational hazard, but worse, deals water pressure damage of 1d6 points per minute for every 100 feet the character is below the surface. A successful Fortitude save (DC 15, +1 for each previous check) means the diver takes no damage in that minute."
..."
This is such a stupid rule. 30 metres doesnt deal pressure damage to a human being.
| Errant Mercenary |
Errant Mercenary wrote:Considering the fact that the water pressure form being in 3 metre deep water is enough to rupture some of your body parts, 30 m isn't a giant stretch. Still a stretch, but not a giant one.
This is such a stupid rule. 30 metres doesnt deal pressure damage to a human being.
If it is involuntarily and you have no ranks in swim, yeah, then it can hurt (your ears) and I can see the rule working then. Humans can and have gone beyond 100 metres without any pressure damage. Most depth related damage is due to oxygen/gaseous intakes etc.
| Antariuk |
Oh, I like this! Lots of things people (including myself) keep forgetting at the table. Like...
- in PF, elves do actually sleep instead of meditating/being in trance for a few hours.
- you can't use Acrobatics to reduce falling damage if the fall is involuntary.
- if you fail the Spellcraft check to copy a spell into your spellbook you can retry after 1 week in-game time. Lots of people still think you need another rank in Spellcraft to do this, which was pre-errata. Problem is, 1 week of in-game time is probably longer than just gaining a level :)
| DJEternalDarkness |
Hello again all! I've had some positive responses to me "Rules Pathfinder Players Keep Forgetting" series of posts in the past, and after some digging I found some that continually get overlooked at the tables I join. So I thought I'd share them, and see if there was anyone here who might find their games enhanced by the latest entry.
Very nice! Thanks!
| Claxon |
Claxon wrote:Well, shouldn't hypothermia deal cold damage instead of nonlethal damage then? Because that's the same line of logic.That scalding rule is incredibly dumb. It should just deal fire damage.
If fire doesn't hurt you, boiling water shouldn't hurt you either.
Yes-ish. I think it should deal non-lethal cold damage. So cold energy resist would prevent it, but it is also still non-lethal damage.
Same for heat stroke or very hot temperatures, it should deal non-lethal fire damage.
| voska66 |
Milo v3 wrote:This is such a stupid rule. 30 metres doesnt deal pressure damage to a human being....
"Very deep water is not only generally pitch black, posing a navigational hazard, but worse, deals water pressure damage of 1d6 points per minute for every 100 feet the character is below the surface. A successful Fortitude save (DC 15, +1 for each previous check) means the diver takes no damage in that minute."
..."
Also 200 meter is how far light will penetrate water. It can penetrate up to 1000 meters for the area between 200 and 1000 is called the twilight zone of the ocean. It's very dim light that doesn't support photosynthesis. Beyond that it is complete darkness.
| Neal Litherland |
Neal Litherland wrote:Very nice! Thanks!Hello again all! I've had some positive responses to me "Rules Pathfinder Players Keep Forgetting" series of posts in the past, and after some digging I found some that continually get overlooked at the tables I join. So I thought I'd share them, and see if there was anyone here who might find their games enhanced by the latest entry.
You're most welcome, DJ!