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Switch to Forum Live View Consecrated Ground -- wtf?
4 years ago  ::  Mar 17, 2009 - 2:08PM #291
FitzNighteyes
Date Joined: Jun 10, 2002
Posts: 8,989

Nexus6 wrote:

Consecrated Ground has no range, therefore moving it is satisfied by the "line of effect" portion.


Close Burst 1 is a range. Concecrated Ground has no applicable range that works within this rule though.

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4 years ago  ::  Mar 17, 2009 - 2:50PM #292
Nexus6
Date Joined: Dec 16, 2008
Posts: 210
Perhaps in your mind it has a range, but the way it reads to us is it just simply creates an effect in a close burst 1, just like any OTHER close burst power, but then it then happens to be movable afterwards.

It has always made perfect sense to our group...poorly written for sure, but it was just movable (line of effect) afterwards. Funny how the new PHB2 wording matches exactly as we have always played it.

How to move it previous to the PHB2 note was cryptic IF you tried to apply every other rule in the book, but if you just played it like it read it worked fine.

These threads are degrading into wars due to TOO MUCH intelligence at play.

Something like having school bylaws written by high school students for high school students to follow, but then being argued by Harvard lawyers. The rules make perfect sense to all the high school students who can follow them just fine, but they could be argued infinitum by schooled law professionals.

Our games used to bog down in arguments, but once we "matured" enough to learn to play like kids again...the game flows great.

Nex
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4 years ago  ::  Mar 17, 2009 - 3:10PM #293
FitzNighteyes
Date Joined: Jun 10, 2002
Posts: 8,989

Nexus6 wrote:

Perhaps in your mind it has a range, but the way it reads to us is it just simply creates an effect in a close burst 1, just like any OTHER close burst power, but then it then happens to be movable afterwards.


My point is merely that Close Burst 1 is a type of range, so saying that "Consecrated Ground doesn't have a range" is not quite correct. That's potentially important for other things that reference range. It's irrelevent for referencing range in the manner done so by this PHBII rule though, I agree with that.

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4 years ago  ::  Mar 17, 2009 - 10:57PM #294
PheonixIV
Date Joined: Sep 29, 2008
Posts: 4,389
The range in this case is "Close", which technically means 0, as Close means the origin square is chosen as the same square you occupy when you use the ability.
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4 years ago  ::  Mar 18, 2009 - 12:55AM #295
z64dan
  • Stampeding Hybrid
Date Joined: Sep 29, 2008
Posts: 270
Anyway, in phb2 there are a few movable zones, but these zones all stay centered around the caster. I think this is probably how consecrated ground should work...

song of courage / bard util 2
Minor Action Close burst 5
The burst creates a zone of inspirational shouts that
lasts until the end of your next turn. When you move,
the zone moves with you, remaining centered on you.

chorus of recover / bard util 16
Minor Action Close burst 3
Effect: The burst creates a zone of rejuvenation that lasts
until the end of your next turn. When you move, the
zone moves with you, remaining centered on you.

And there are a few more zones that allow you to move them but they all have a range (Ranged 10 vs creature, creates close burst 1 around creature, Area burst 1 within 5, etc). Close burst 1 isn't a range.

Clearly wotc didn't design the consecrated ground to be moved and then, ohhh just kidding you can't possibly move it THAT far!
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4 years ago  ::  Mar 21, 2009 - 4:42PM #296
StickJones
Date Joined: Jul 19, 2008
Posts: 9
If someone already addressed this, please forgive me for not reading all 10 sections of CG -- wtf?

I offer this simple solution....Stun the Cleric. Zie will be unable to take any actions, including sustain a zone, until he saves at the end of his turn. Done.
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4 years ago  ::  Mar 23, 2009 - 2:27AM #297
z64dan
  • Stampeding Hybrid
Date Joined: Sep 29, 2008
Posts: 270

StickJones wrote:

If someone already addressed this, please forgive me for not reading all 10 sections of CG -- wtf?

I offer this simple solution....Stun the Cleric. Zie will be unable to take any actions, including sustain a zone, until he saves at the end of his turn. Done.


First aid, standard action: (phb 185)

Grant a Saving Throw: Make a DC 15 Heal check.
If you succeed, an adjacent ally can immediately
make a saving throw

everyone who is awake would waste their turns snapping the cleric out of it, until he saved, and then he'd still be able to sustain it.

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4 years ago  ::  Mar 23, 2009 - 2:30AM #298
jorrit
Date Joined: Jan 3, 2009
Posts: 364

z64dan wrote:

First aid, standard action: (phb 185)

Grant a Saving Throw: Make a DC 15 Heal check.
If you succeed, an adjacent ally can immediately
make a saving throw

everyone who is awake would waste their turns snapping the cleric out of it, until he saved, and then he'd still be able to sustain it.


But at the very least, that way some of the rest of the party will have to spend their standard action on this which can mean a bit of relief for the creatures

Greetings,

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4 years ago  ::  Mar 23, 2009 - 8:14AM #299
StickJones
Date Joined: Jul 19, 2008
Posts: 9
My cleric barely knew that rule....okay, neither did I until yesterday. I'll just use their ignorance to my advantage!!!!! MOOOOHAHAHAHAHAHAHAAAA!

And technically, wouldn't the Cleric, who is stunned, be unable to speak? Yeah, there'd be some insight checks happening!

Good fun.
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4 years ago  ::  Mar 29, 2009 - 8:36PM #300
StickJones
Date Joined: Jul 19, 2008
Posts: 9
Oh. And anyone who believes that close attacks don't have range needs to read PHB Page 56 - Attack Type and Range.

Every attack type (Melee, Ranged, Close and Area) has a range.
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