| Post/Author/DateTime | Post |
|---|---|
| #1zombiegleemaxJun 17, 2003 17:42:19 | Collected in here are a bunch of Frequently Asked Questions regarding the boards and D&D rules, and answers to those questions. If you see any that you think should be added, or if you see a mistake, please LMK and we can get this right. Quirky/odd rules discussions should be left to other threads. This is for general info. So in the future, you can refer people here and not have to keep answering the same questions 5000 times ![]() -------------------------------- Q: Is this FAQ "official"? A: Yes and no. WOTC does not live and die by the answers in here, but I have tried to make them as accurate a representation of the rules, and their intent, as I can. Sage advice, game designer clarification, boards debates, official FAQs, erratas and common sense/reason were all conglomerated together in my head to make this document. In the end you are the one who has to make the decision, and this document will hopefully help you to make an informed one. Q: Where can I find the other FAQs? A: Compiled FAQ links for all WOTC boards -------------------------------- General Boards Questions Q: What do all of these acronymns that I see on the boards (IMO, BAB, PHB, etc.) mean? A: Check out: trollbill's boards Dictionary Q: How do I format my posts to look as cool as yours? A: Check this link: vB Code formatting tutorial Q: Where do all of these cool smilies come from? A: Here are some links: My Smilies, Plauder Smilies Eogan's Emoticons, Edymnion's Smilies Custom Smilie Creation Thread (WOTC boards), Alternate Incarnation of previous link Be careful when linking smilies that might violate the CoC (Code of Conduct). If you're in doubt, don't post it. Q: What is the CoC (Code of Conduct)? A: It's the document that you agreed to when you signed up. In short, it says: Post nicely and fairly. Here is a link to it: Code Of Conduct Q: Who are the WizOs? A: They are people who work for nominal wages for WOTC and roam the boards trying to help make some order out of the chaos that prevails here (i.e. moderators). Q: Then who are the people with WOTC_ before their names? A: They are employees of WOTC who take time out of their schedules to frequent the boards. -0-0-0-0-0-0-0-0-0-0-0-0- D&D On the Net and General D&D Questions Q: What is D&D (Dungeons and Dragons)? A: D&D is many different things to many different people, but at its root it is a P&P (pencil and paper) game. It is based upon roleplaying and war gaming, and incorporates aspects of both worlds - so there is no "right" way to play D&D. Q: What do I need to play? A: For players - a Player's Handbook (PHB), dice and a character sheet (which can be photocopied out of the book or found online in many places... I still use ruled paper personally). For the DM - a Dungeon Master's Guide (DMG), a Monster Manual (MM), a PHB and dice. Q: Is there an online version of the PHB, DMG, etc.? A: Sort of. Everything that has been released under the OGL (open gaming licence) is located here (including the classes, spells, monsters and lots of other stuff): SRD (Systems Reference Document) Full versions are copyright infringement and are illegal. The official WOTC version can be found here: Official WOTC 3.5 SRD Q: Who is Skip Williams (the Sage)? A: Some guy who answers questions (and also one of the game designers who used to work for WOTC; he does freelance now - tjeck out the back of your core books and his name is listed there). The official D&D FAQ by Skip can be found here: > Official D&D FAQ < Sometimes the rulings he makes are... well... somewhat questionable, inconsistent and strange. Q: It is my understanding that "The Sage" has errated certain things along with WotC publishing official errata for their products. Is all of this information in one place? A: Unfortunately not. WoTC slowly compiles the errata and periodicly posts updates on their website, but to date the site has run 6-12 months behind the rulings the Sage makes in Dragon magazine and the changes presented in the class accessory books. Here is the link to the official WOTC errata: Official WOTC Errata for D&D There is an unofficial collection of Sage responses to individuals here: Unofficial archive of Sage Responses to individuals Q: If I have a question that I want a quasi-official answer to, who should I email? A: [email]custserv@wizards.com[/email] is the WOTC customer service department. Their answers are sometimes right, sometimes wrong, and sometimes inconsistent, so I would cross reference their answers with other sources when possible. Q: Why don't the official FAQs agree with the errata? Why is there so much discrepancy and inconsistency? A: This is like the answer to how they get the caramel inside the Caramilk (TM, of course) Bar. We're not supposed to know why WOTC can't produce consistent errata and FAQs, we're just supposed to accept it. Baaaaaaaaah... *bleat*.... *shuffle*.... Q: When did D&D start? A: That is a matter of some debate. Originally E. Gary Gygax (sometimes called the "grandfather of D&D") et al devised "Chainmail", a war strategy game, that evolved/mutated from strategic military unit fighting with miniatures (like modern Battletech) towards concentration on individual units and more detailed descriptors/stats for them, as well as non-military interaction (D&D). The first company that marketed D&D was called TSR (which originally stood for Tactical Studies Rules) and was run by E. Gary Gygax and Dave Arneson, and they continued to grow and market D&D until WOTC bought the rights to D&D in 1997. Here is a brief timeline of D&D's history: 1969 - Chainmail 1973-4 - D&D White Box Set (first seperate D&D printing) 1975 - Greyhawk is introduced 1977 - D&D Red Box Set 1978 - Advanced D&D 1st edition PHB (1979 - DMG) 1985 - AD&D Unearthed Arcana 1989 - AD&D Second Edition 1995 - AD&D Player's Options (Skills and Powers et al) 1997 - WOTC purchases D&D rights from TSR 2000 - D&D Third Edition 2003 - D&D 3.5 (you can find a more complete timeline HERE) Q: What is roleplaying? A: The basic premise behind roleplaying is an old one, and has been used in the treatment of psychiatric patients for longer than D&D has been around. The idea is to adopt some aspects of another persona and to pretend that you are that person (this is the well-known adage "walking a mile in another man's shoes") while exploring the world through their eyes and trying to understand their dilemmas and reactions to external stimuli. Historically it was used as a method to help a person gain understanding of others (empathic development), to explore an alternate lifestyle choice or many other possibilities. In D&D, it is primarily a method of escapism from reality and dream-enactment, wherein people become some super-character that they cannot be in real life (and that's as far as I'll take the analysis). Q: What is the difference between 2nd Edition and 3rd Edition? A: The differences are so numerous and complex, that I have an extensive write-up about it here: 2ed and 3ed compared "objectively" Basically about 1/2 of the game was kept the same, and the setting is similar - hence the vanguards of the old tradition don't get along very well with the newer members of the D&D community. :p Q: What is Advanced D&D? A: It is one version of the 2nd edition printing, as there was a "beginner's" stream and an "advanced" stream. In 3rd edition, the Advanced was dropped from the name to alleviate confusion ("Where's the basic edition?" "Ooo... that sounds too complicated", etc.). Q: Then how do I convert between 2e and 3e D&D ? A: You can find a free conversion manual here: 2e to 3e conversion, although it is somewhat incomplete and you have to guesstimate most of the optional rules. Q: Have the monsters from 2nd edition been converted to 3rd edition? A: Sort of. A fair number of the monsters from 2ed appear in the 3ed Monstrous Manual, but many are missing. ENWorld has a Creature Catalog wherein many of the older monsters have been converted (and it's all free), and here is the link: ENWorld Creature Catalog Q: Where can I find an online aligment test? A: WOTC was kind enough to provide one right here: WOTC Online Alignment Test Q: Where can I find lots of links to help me with campaign inspiration? 3rd party publishers? Independent campaign settings? I need information!!!! A: Here are two threads that were started to provide people on the boards with a whole slew of links to draw inspiration from. Collections of Useful Links (by Unda Harvum) Infinite Links (by Lady Danyon Dehlmari) BROKEN LINK -0-0-0-0-0-0-0-0-0-0-0-0- 3.0 Rules Questions (3.5 rules update coming soon to a theatre near you) Q: If I have more than one attack in a round due to a high BAB (i.e. +6/+1), can I cast more than one spell? A: No. You still only get 1 standard action for the round, and casting a spell takes a partial action. If you can get another partial action somehow (i.e. Haste), then you can cast a second spell. Quickened spells also allow for an additional spell to be cast per round. Q: Does Haste allow me to cast more than one spell in a round? A: Yes. It allows for one additional spell to be cast each round, as long as the additional spell has a casting time of 1 action or less. Q: Do I get my partial action from Haste the same round as I cast it? A: Yes. The spell takes effect as soon as you cast it, and it gives you another partial action that round. Q: If by BAB is +7/+2, can I fire my bow twice? A: Yes and no. The issue isn't firing the bow, it's reloading it. A long/short bow can be reloaded as a free action (or "not-an-action"), while crossbows require a move-equivalent, standard or full-round action to reload. So Yes for the Short/Longbows (as you can take a full-round action to get all of your attacks), No for the x-bows (unless you have some way of reloading them quickly like the Rapid Reload feat from Sword and Fist). Q: Can I move more than 5' and make multiple attacks in the same round? A: In general, No. It takes a Full-round action to do multiple attacks in a round, and that only allows for a 5 foot step. Exceptions: Haste, Cleave, Expert Tactician, some animals Q: How does Two-Weapon Fighting/Ambidexterity work? A: Pg. 124-5 of your PHB gives a full account. But as an example, we'll take an 11th level fighter. (bonuses with (*) are for the off-hand) +11/+6/+1 is his BAB. +5/0/-5/+1(*) is for wielding two weapons of his size and no feats +7/+2/-3/+3(*) is for having a "light" weapon in his off hand +7/+2/-3/+7(*) is for having Ambidexterity +9/+4/-1/+9(*) is for having Amb. and TWPF +9/+4/-1/+9(*)/+4(*) is for having Amb., TWPF, and Improved TWPF Q: So what if my monk has TWPF and Ambidexterity, uses Flurry of Blows, etc., etc.? A: The most important thing to remember is that monks don't have an off hand. Flurry of Blows is the monk version of TWPF, so they don't stack and can't be used in conjunction with each other. Q: What happens when I use a buckler and fight with a two-handed weapon? A: You don't get the AC bonus from the buckler unless you forfeit your attacks with your off hand. And when you do attack with your off hand, you get a -1 to hit on all attacks because of the weight of the buckler. Q: What about Attacks of Opportunity (AoO)? They are really confusing. A: Things are easier if you remember the following: For movement, you do NOT provoke an AoO:
Note: creatures that have "10 foot reach" threaten the 2 squares adjacent to them. Thus moving into 10' does not provoke an AoO, but into 5' usually does (except as noted above) For a tutorial, look at this link: Movement and Attacks of Opportunity All other actions that provoke AoO are clearly (for the most part) listed in the PHB. Q: Can I make multiple AoO in one round? A: No. Only the Combat Reflexes feat will allow you to make more than one AoO in a round. Q: Can I make multiple AoO against the same target in one round? A: No. The PHB specifically says so. Even Combat Reflexes does NOT let you take additional AoO against the SAME target. Q: How many partial actions does it take to retrieve a potion from a belt pouch and then quaff it? A: That depends on the DM, but it's usually a Free Action to recover the potion (especially from a Heward's Handy Haversack), and a Standard Action to quaff it. Q: If my Bard or Sorcerer has a high Charisma, does he know extra spells, or is it only spells per day? A: Extra spells gained through high ability scores only grant extra spells per day. They do NOT grant extra spells known. There is no way in the core rules to gain extra known spells (apart from gaining levels ; ) ). There is a feat called Extra Spell that allows somone to learn one more spell of one level lower than the maximum spell level they can cast (Tome and Blood). Q: Do Bracers of Armor +1 stack with normal armor? A: No. Bracers of armor grant an *armor* bonus, and armor also grants an *armor* bonus. And bonuses of the same type never stack (except for Dodge bonuses and unnamed bonuses). Always choose the best bonus, and only it applies. Q: If I have Bull's Strength and Gauntlets of Ogre power, so I get the d4+1 STR and the +2 STR? A: No. As above, bonuses of the same type do not stack. Bull's strength gives an *enhancement* bonus to strength, as do the Gauntlets of Ogre Power (even though they're from different sources). So the d4+1 will always be the better bonus (+2-5 STR) and will be applied (until it runs out... then the gauntlets kick in) Q: OK, then does an Amulet of Natural Armor +1 work with my chain shirt? A: Yes. The amulet grants a natural armor bonus while the chain shirt offers an armor bonus. They are different types of bonuses, so they stack. Q: Does a +1 magical weapon get +2 to hit because of the masterworking? A: No. The masterworking does not stack with the enhancement bonus so it's +1 to hit, +1 to damage. Q: Does a +1 adamantine longsword get +3 to hit and damage? (+1 magic, +2 adamantite) A: No. The magic +1 (enhancement) does not stack with the adamantite +2 (natural enhancement) bonus. These are exceptions to the "different bonuses stack" rule. So it's +2 to hit, +2 to damage. Q: OK then, does a +1 bow with +1 arrows only get +1 to hit and damage? A: No. That is mentioned as a specific exception on pg. 183 of the DMG. Enhancement bonuses on shields and armor also stack - see pg. 179 of the DMG. Q: How do I make a magic item that's not in the DMG? A: There are no hard rules, but there is a table at the back of the DMG (pg. 242, or Tome and Blood, pg. 74) that gives GUIDELINES for making unique/different magic items. As always, your DM has the final say. Some combos are too powerful to just use the formulas strictly (i.e. 2000gp for a Shield or True Strike that is always on), so be REASONABLE and your DM should allow it. Q: What is the deal with vorpal weapons? A: On a critical hit with the weapon, the monster loses its head (effects are decided by the DM - most creatures that are subject to critical hits will die). It only works on a successful (or confirmed) critical hit. The literal reading of the text states that it stacks with Improved Critical, Keen, etc. Some find this to be too overpowered, and the Sage has replied that using the *base* threat range of the weapon is probably a good alternative (i.e it is not affected by Keen, Improved critical, etc.) But that's up to you and your DM. Q: Can I improve my weapons after the initial enchanting? A: Yes. Taking a +1 sword to a +2 sword costs 6000 gp - the difference between a +1 sword (2000gp) and a +2 sword (8000gp). For weapons and armor just calculate the difference in prices. (DMG, pg. 246) Q: Can multiple casters cooperate when making magic items? A: Yes. In fact, some items require cooperation between spellcasters. In order to make an item you need: a) a character with the Craft XXXXX feat (appropriate to the item you want to make) and
b) the enchanting takes 1 day per 1000gp in the market price c) for weapons and armor, a masterwork version of the item must be used, or the enchanting will not work So a +3, flaming, vorpal longsword has a market price of 162,330gp = 3(enhancement) + 1(flaming) + 5(vorpal))^2 *2000gp + 15 gp (longsword) + 315gp (masterworked) - it takes 162 days to make (162,000/1000) - it requires 81,000gp to make (162,000gp/2) - it requires an 9th level crafter (+3 enhancement) - it costs 6480XP to craft (162,000/25) - it requires that the crafter provide the Finger of Death *and* Keen Edge spells once per day from some source (for the vorpal ability) - it requires that the crafter provide either the Flame Blade, Flame Strike *or* Fireball spell once per day (for the flaming ability) So no, they shouldn't be very common ; ) (Other details can be found on pg. 178 of the DMG.) The issue of caster levels and pre-reqs is an unsettled one, and my analysis on the issue can be found here: Magic Item Caster Level Analysis Q: What about using the sidebar on pg. 243 of the DMG? A: It is the considered opinion of most board members that using that sidebar is a really bad idea. Do so at your own risk, as it has far-reaching consequences to the world you live in. i.e. It only makes sense, using that sidebar, that from now on every BBEG spellcaster you run across will have all of his items keyed to only himself, so that no one else can use them. You will (almost) never find usable treasure again... Q: I though it only took an extra 10% to stick a second ability into a magic item (DMG. pg. 243), what's up with the pricings people keep giving me? A: That has been errataed in the official DMG errata - they left off a 0. (it's 100%, not 10%) Q: How many HD of animals can a Druid adventure with? A: In general, a Druid can only adventure with total HD = level animal companions (HD=level/2 for Rangers). (NOTE: this was added in the second PHB printing, but it is in the first DMG printing on pg. 46) Q: When can I take 10? A: PHB, pg. 61 When you are not in a rush and not being threatened or distracted, you may choose to take 10. So you can take 10 to search for a trap, and you can take 10 on disarming it as well (which does *not* guarantee success however). It means that you are doing an "average" job of the skill. Note for DMs (DMG, pg. 91): Encourage your players to use the take 10 rule Q: Then when can I take 20? A: PHB, pg. 61 gives the details, which are basically - you can't be rushed, etc. as for taking 10 - you must have 20 times the normal time required to perform the action (usually 20 rounds) - there must be *no* penalty associated with failing the skill check So you can take 20 on searching for traps, but you can't take 20 on disarming them (because if you fail by 5 or more the trap goes off). Q: Do all PCs get the XP for defeating a trap? A: Yes. All members present should get the XP. Q: Should the PCs get XP for a trap they set off, but don't disarm? A: Yes. They survived the "encounter" and should get XP for it. Q: Why aren't there prices for artifacts? A: They are so powerful and game-influencing that the DM should consider carefully the inclusion of any artifact carefully. Also, they are "priceless" due to their unique and strange powers. Q: What's the deal with Polymorphing (self or other)? A: Well, in the current errata:
You get the "natural" extraordinary abilities that the creature would have (i.e. constriction) but you don't get the other Ex or Su abilities. What those are is up to you and your DM (at the moment )Q: Harm - is it really like that? Touch the monster and all but d4 HP are gone? A: Yes. You have to get through SR too, and make a succesful touch attack. There is no official errata (and the issue is still debated), but many people have suggested modifications, while many people have found it to be OK as presented. Usually, playing with all of the core rules, as presented, will keep your game balanced as long as actually follow the rules. Every "tweak" that you make to the game affects many things - so be careful when changing things. Q: True Strike seems too powerful. Is there an errata? A: No. Remember that it takes a standard action to cast the spell, and it only applies to your next attack (singular) before the end of the next round. So you basically forfeit your attacks from one round to get one good hit the next. Note: a threatened critical still only happens with the unmodified die roll - True Strike doesn't effect this. Q: What are prestige classes (PrCs)? A: An optional rules variant that has become a mainstay of most campaigns. The DM should approve any Prestige Classes you take beforehand. They can make your character more powerful, better at what they are, or fill out their story. They provide many opportunities for players and the DM alike, and are usually safe and fun to include. An important balancing factor for many seemingly overpowered PrCs is roleplaying... ![]() Q: Can a sorcerer quicken spells? A: Under the core rules, it is useless to do so as it takes a full round action for a sorcerer to cast a spell that has been modified by a metamagic feat. The exception is the Arcane preparation feat from FRCS. This interpretation has been clarified by the WOTC design team members as being the right one. Q: Can you cast spells while polymorphed? A: In general, No. Unless your form has human-like hands (if it requires S components) and can speak (for the V components) and you have access to your components/holy symbol (for M/F/DF), then no. There is a Druidic feat in Masters Of the Wild that allows them to cast spells while wildshaped, however. Q: Can a wizard memorize spells without his spellbook? A: In general, No. Spell mastery partially circumvents this, and you can learn spells out of a borrowed spell book (check the PHB). But without his spellbook a wizard is generally pooched. (the only exception is Read Magic, which *all* wizards can memorise without a spellbook). From the Magic Of Faerun supplement, the DC to master someone else's spellbook is 25+the highest level spell in the book - and you could then memorise spells as if it were your spellbook. Q: Is animating undead evil? A: Yes. from the PHB, pg. 87: Good and evil are NOT philosophical concepts in the D&D game. They are the forces that define the cosmos. D&D is based upon absolute ethics, so what you intend to do with the undead is irrelevant. Spells with the descriptor [Evil] are, well, evil. Q: Is an invisible person impossible to hit? A: No. A spot check (DC 20) will let you notice an active invisible person within 30 feet. A +20 on the DC allows you to pinpoint them accurately enough to attack them, and you can then attack with the normal 50% miss chance. They also smell, make noise and leave other tell-tale signs. Make sure to read the invisibility section in the DMG. Q: OK then, how does Invisibility work? A: Invisibility is an illusion that causes a physical change... i.e. it bends the light around you. So there's no [Mind-Affecting] part to it and it can't be disbelieved. A character carrying a light source would emanate light (unless they concealed it somehow.. like a pocket) Q: Are undead affected by illusions? A: In general, yes (most creatures are). Unless it has the descriptor [Mind-Affecting], it will usually work. If you don't believe that Invisiblity is not a mind-affecting spell, CLICK HERE for a good explanation. Q: Can my wizard learn spells that aren't from his school of specialisation? A: Yes. The wizard can learn spells of any school but his prohibited school. Note: when gaining a level and choosing his 2 free spells, one of them *must* be from his specialty school (PHB, pg. 155). Q: How do BAB and saving throw bonuses work for multi-classing? A: Add them all together. Most elements of multiclassing allow you to just add all of your bonuses together. The one exception to this is the Monk's U (unarmed) BAB. This bonus does not stack with BAB from any classes, only UBAB. (the exceptions to this are any classes that allow you to freely multi-class with the monk: i.e. Red Avenger from S&F) Q: What's my BAB if I'm a Monk 1/Rogue 1/Cleric 1? Is it +0, even though I'm a third level character, or do I use the behind the scenes math to figure out a BAB of +2? A: Due to the fact that you are getting the other 1st level powers of each class, it's best to make sure that you don't do "behind the scenes" math in addition to that. So your BAB is still +0. Q: What are the class accessories (aka splat books)? A: They are supplements that are released to be compatible with the core rules. They are not mandatory and are always to be used at the DM's discretion (although they are 98.345% safe). Q: How does the CR (Challenge Rating) system work ? A: A single monster of CR , or group of monsters with total EL (Encounter Level) is a good fight for a typical party of four level adventurers. In general, it is assumed that such a fight will exhaust about 20% of the party's total resources (HPs, spells, limited use magic items, etc.). See pages 100-103 and 165-167 of the DMG for further details. ECL and CR are the topic of much debate due to the intrinsic incompatability of them (IMO). The Monster Manual FAQ link at the top of the post has a more comprehensive analysis - tjeck it out. Q: How do I determine the ECL for a custom race I created? A: First you get a dart board, then blindfold yourself, and huck a dart at the board, hoping you hit it. Then you assign whatever number you hit as your ECL using the bullseye as +0, and counting doubles and triples. Otherwise, you can use one of these links and then pray your DM allows your munchkin race into the game ; ): ENB Soldarin's ECL calculator RPG Cosmos Racecalculator Q: How do you "fix" the bard, ranger, sorceror, wizard, cleric, druid, paladin, monk, rogue, barbarian, and fighter? A: You don't, you play them. (In short, be careful about altering core classes until you "know what you are doing". Even then, things can go wrong). Q: Can sorcerers learn healing spells (like if a bard was to make a scroll of Cure Light Wounds)? A: No. The spell ***must*** have Wiz/Sor in the level descriptor in order to be learnable by a sorcerer. The flavour text in the PHB was added to allow sorcerers to learn spells from upcoming supplements. Q: Does the +1 or +2 natural enhancement bonus from an adamantine weapon help to bypass damage reduction? (i.e. DR 10/+1) A: Apparantly not. This was unclear until the MMII came out, and it is specified on pg. 16 that adamantine does not help to overcome DR. I don't like it (as it makes adamantine wirtually worthless now), but that's the "official" stance. Q: OK then, can I use that +1 or +2 to count as the required minimum +1 enhancement bonus on a weapon before adding special abilities (like vorpal, flaming, etc.)? A: No. Apparently the Sage didn't like that "work around". Q: What is the "bag o' rats" fighter? A: The worst sort of blind devotion to the rules for fighters that exists. Fill a bag with rats (the actual creature type is unimportant) and dump them at the fighter's feet (or near him). He then executes his Whirwind Attack/Great Cleave attack routine: attack the rat, kill it and cleave through to his enemy nearby. Rinse, lather and repeat with each rat that was dropped. You end up getting # of rats + 1 attacks against the enemy, all at your base attack bonus. Yes, by the rules, it works. It requires some form of house-rule to fix. (Note: this is not just some obscure munchkin-twink trick. It is a symptom of a larger problem - like the fact that it is actually a detriment for BBEG to have all of his low-level minions in combat with him as they are then giving his opponents extra attacks against him.) chonjurer's house rules: Whirldwind Attack: When executing a Whirlwind Attack, you must choose a direction (clockwise or counterclockwise), and all attacks made against successive targets must be made in that direction, regardless of their source. Cleave: you may only cleave into the next closest creature (your choice). So only 2 and 4 are legal Cleave targets after downing 1 (you are 'Y') 123 4Y5 678 Sneak Attacks: Q: Can a Rogue sneak attack with a ranged weapon? A: Yes. As long as their target is denied their Dex bonus to AC, then the Rogue can use their Sneak Attack ability (and the Rogue must be within 30 feet of their target). You cannot flank with a ranged weapon (as by definition you can only flank with a melee weapon), so that condition has no effect on ranged sneak attacks. Q: Can I Sneak Attack with a magic missile spell? A: No, but you can make a Sneak Attack with any damaging spell which requires an *attack roll*. These are considered weaponlike spells and fall into three categories: touch attack spells, rays and energy missiles (flame arrow , etc); most combat-based feats can also be applied to these categories of weaponlike spells ("Weapon Focus: Rays", for example), as can character class powers such as Sneak Attack. (cf. Tome & Blood) Q: Can my Rogue make a Sneak Attack with multiple shuriken? A: No. The Sage has errata'd this, ruling that the shuriken are thrown as a single attack and therefore can deal the Sneak Attack bonus damage only once per batch of shuriken. So the general rule is: one sneak attack per "attack" (and throwing 3 shuriken is considered 1 attack - the same applies to Acid Orbs from T&B, etc.). Q: Can I Sneak Attack twice with a double Melf's acid arrow (using the Twin Spell feat)? A: No - for the same reason as the shuriken. Q: So if I need a Full Attack Action to use multiple attacks, I get only one Sneak Attack per round of attacks, right? A: No. You can make a Sneak Attack with every attack as long as your opponent remains Flanked or is otherwise denied his Dex bonus to AC (usually flat-footed is enough, but some abilities like Uncanny Dodge would negate the Sneak Attack). -0-0-0-0-0-0-0-0-0-0-0-0- Probability and Statistics Q: Is THF (two-handed fighting) superior to TWPF (two-weapon fighting)? A: Yes and no. It really depends on what you intend to do with them, and the situation you are in. Here is a partial list of the variables that you have to take into account when analysing the THF vs. TWPF scenario:
So in general it is so horrendously complex to analyse it properly that you can't say whether one fighting method is better than another, unless you specify some constraints on the system. Q: What is the probability of rolling a XX using 3d6 or 4d6 drop the lowest? A: Here you go: |
| #2zombiegleemaxJun 18, 2003 0:02:35 | Danka - I've changed the URL appropriately. |
| #3zombiegleemaxJun 19, 2003 2:46:14 | ![]() Thanks Sith! |
| #4zombiegleemaxJun 20, 2003 17:06:44 | Originally posted by Darryl Nichols An interesting question. The class description specifically notes the exception for UCD (flank) but not for UCD (AC). I just checked the D&D FAQ, and every time they mention the 4 levels higher clause it is for flanking, never for invisible, etc. In other words, could an invisable 10th level rogue sneak attack a 5th level rogue? By the rules, it seems not. I guess the reasoning is that being higher level doesn't make you any more "invisible" than you were before, whereas being higher level lets you flank more effectively. |
| #5zombiegleemaxJul 22, 2003 14:26:56 | Originally posted by Taegan_Malory That's not quite what the table is saying. Looking underneath the table we see the legend: Attack of Opportunity: Does using the ability provoke attacks of opportunity the way that casting a spell does? Flak: The purpose of that exposition is to enumerate, in as objective a manner as possible, the differences between the editions. I don't want to discuss how 3e "fixed" things as people who are die-hard 2e people don't agree that anything at all was "fixed". I may have staunch objections to that viewpoint, but that's not the prupose of the article. As for S&P, it is the general concensus that it was a nightmare so I don't think that calling a spade a spade in that case is out of line. (but I did put quotes around the "objective" part to satiate you) |
| #6zombiegleemaxJun 17, 2003 18:06:57 | Here's the new link to my Collection of Useful Links (which you've got linked in the FAQ): http://boards1.wizards.com/showthread.php?s=&threadid=44144 |
| #7wizo_sithJun 18, 2003 8:30:03 | I'm going to make this thread "Sticky" so one and all can read it. Excellent work Chonjurer, as always. |
| #8zombiegleemaxJun 20, 2003 16:50:12 | I have a question about sneak attacks that I'm sure was answered elsewhere, but I can't for the life of me find it. It states that uncanny dodge does not protect one rogue from another rogues sneak attack if that rogue is four or more levels higher while flanking him. Does the four levels higher rule also apply to other situations that would normally give a rogue the chance to sneak attack, where it not for uncanny dodge? In other words, could an invisable 10th level rogue sneak attack a 5th level rogue? |
| #9zombiegleemaxJun 20, 2003 18:39:22 | Thanks. I encountered the cunundrum whilst contemplating how a Rogue 8 / Assassin 8 goes about hunting a Rogue 6 / Fighter 2 / Divine Seeker 2. I guess he sets up an ambush with some cannon fodder and then gets the flank (maybe using some poison to seal the deal.) |
| #10wizardJul 16, 2003 21:52:03 | Taegan: what it means is that spell-like abiliities are subject to being dispelled, antimagic fields, SR, and draw AoOs. |
| #11zombiegleemaxJul 03, 2003 19:21:38 | According to DMG Page 72 an Attack of Opportunity is a Spell-Like ability. So by this taking an Attack of Opportunity means that everyone around you may take one on you, and then everyone around them could take one on them and so on. Am I correct or has there been an erata? |
| #12zombiegleemaxJul 09, 2003 0:56:53 | Originally posted by chonjurer compared objectively, you say? first off, it tells only the 2E side, not the way 3E "fixed" things...also, though the author claims the "facts," you can easily read into a bias...and the bit about skills and powers being a "nightmare" annoys me...I happen to like skills and powers, modified by some house rules due to easy min-maxer abuse. But, then, I like things like GURPS...I enjoy character creation, the more in-depth the better. |