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Sticky: Rules you didn't realize
5 years ago  ::  Sep 29, 2008 - 3:55PM #51
enriquebertran
Date Joined: Jul 24, 2008
Posts: 64
So me shifting Zero squares qualifies as the EFFECT happening...

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5 years ago  ::  Sep 29, 2008 - 3:59PM #52
Weederguy
Date Joined: Aug 24, 2007
Posts: 74

GrendeltheElder wrote:

PHB lists Drink a potion as a minor action, but our DM makes us ready the potion with a minor action and then drink it with another minor. This means taking two turns or having to swap a move or a standard for a minor to do it in one turn. Is that how it is supposed to work?


No, he's adding. It's his campaign...unless he assuming that all potions are hidden away in backpacks and such, and you have to first pull them out, and then drink them.

Which kind of make sense. But I could see requiring 2 minors to just drink a potion a death sentence.

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5 years ago  ::  Sep 29, 2008 - 4:15PM #53
Axterix
Date Joined: Jan 17, 2005
Posts: 1,882

veritascitor wrote:

Yes. Drinking the potion assumes you already have it in hand. You need to draw it using a minor action first. (Quickdraw allows you to draw it as a free action).


As part of the action that uses the potion, not as a free action. Typically, won't make a difference, of course, but...

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5 years ago  ::  Sep 29, 2008 - 5:21PM #54
Nom
Date Joined: Jan 15, 2004
Posts: 2,096

Weederguy wrote:

Which kind of make sense. But I could see requiring 2 minors to just drink a potion a death sentence.


It's costly, yes. But the important thing is that drinking a potion doesn't cost your most important action: your standard action. So you can still do something meaningful on the turn you drink a potion.

Or you get Quick Draw.

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5 years ago  ::  Sep 29, 2008 - 5:41PM #55
Propane
Date Joined: Apr 5, 2007
Posts: 497

enriquebertran wrote:

So me shifting Zero squares qualifies as the EFFECT happening...


The effect hooks into the hit. If you miss the hit, you shift 0 squares; you don't go anywhere but it still happens. They did that so missing isn't a free shift.

The idea of that power is to push the enemy away but still be on it's ass. If you don't push it back, you can't chase after it.

Working as intended. Now stop over-thinking this; it's preventing you from thinking.

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5 years ago  ::  Sep 29, 2008 - 5:44PM #56
Crimson_Concerto
Date Joined: Aug 28, 2005
Posts: 9,999
They really should have just added that to the Hit line... :P
It would have been much less confusing for people.

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5 years ago  ::  Sep 29, 2008 - 6:10PM #57
SYB
  • Conversation Stopper
Date Joined: May 19, 2004
Posts: 1,561
It allows for design space. A feat or PP special ability or utility power could exist that allowed you to push someone on a miss. Now the effect allows you to follow up, even after a miss.

-SYB
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5 years ago  ::  Sep 29, 2008 - 6:20PM #58
sgryphon
Date Joined: Sep 14, 2007
Posts: 299

Seeker95 wrote:


  • You may take no more than one every 18 hours.
  • You may take up to two in a single day.
  • You may take second one after only 12 hours.


I think the last one is the key factor, or more accurately (as has already been posted) "After you finish an extended rest, you have to wait 12 hours before you can begin another one.".

Several races only require 4 hours for an extended rest (although generally it is 6), so their full cycle is only 16 hours.

I don't have my books to check, but I think it is also stated somewhere that you can do an extended rest once per day, although that leaves open the question of what the definition of a "day" is.

e.g. If your "day" is defined as midnight to midnight (with a 24 hour clock), then an elf (eladrin?) can take an extended rest at 09:00-13:00 and then again from 01:00-05:00, but they can't extended rest at 01:00-05:00 and then again from 17:00-21:00.

Alternatively if day is defined as dawn to dawn (say 06:00-06:00), then [01:00-05:00, 17:00-21:00] is okay, but [09:00-13:00, 01:00-05:00] is not.

If you throw away the common conception of day (hey, maybe some pocket planar realm has a 6 hour rotation) then in three 24-hour periods an eladrin can have four extended rests (four daily power usages).

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5 years ago  ::  Sep 29, 2008 - 6:41PM #59
sgryphon
Date Joined: Sep 14, 2007
Posts: 299

Orukal wrote:

Ok, what other rules have you all come across that, in the end, were right out there in the open and pretty obvious when it came down to it?


Generally I have been making notes during games and then later on looking up the specific rules.

Note sure what number we are up to: (I think #15 was max sneak attack damage on crit, #16 was cover/concealment and #17 was standard action to equip shield)

#18: Temp hp don't make you conscious -- if you are at 0 (or less) and receive Temp hp, you are still unconscious. Came up during a game with a Warlock exactly on 0 and receiving 1 Temp hp from pact boon (GM ruled okay, but I looked it up later).

#19: When you reduce a monster to 0 hp you get to choose if you either knock it unconscious or kill it. (i.e. instead of nonlethal damage).

#20: Ready an action is an Immediate Reaction (occurs after, one immediate per turn), although your initiative is set to immediately before the creature that triggered. (Both Ready and Delay are largely similar to 3.x, however I played some games where the GM ran it diferently).

#21: Two-handed weapon now probably (*1) means only the category, not how you wield it, e.g. for power attack. This is the reverse of 3.x, where how you wielded it was generally important.

#22: Defenses add 1/2 level, and so AC automatically goes up.


I also ran across several already mentioned, e.g. magic item daily powers.


Note *1: Probably, because the rules are unclear enough that there are several ongoing discussions about both sides of this situation. Please see other threads for more information.

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5 years ago  ::  Sep 29, 2008 - 8:27PM #60
Mach1_9pants
Date Joined: Sep 19, 2007
Posts: 73
#22: clerics and pals don't need to wield their implements like wizards etc. They can just hang them round their neck. Cue the party cleric swapping quick draw for shield proficiency!
#23 expanded spellbook feat gives you an extra daily but not an extra utility per level. Cue disappointed wizard pc..never assume check
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