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	<title>Comments on: 4 Surprising D&amp;D Rules You Should Know About</title>
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		<title>By: maddogtime</title>
		<link>http://www.dungeonmastering.com/gaming-life/4-surprising-dd-rules-you-should-know-about#comment-8392</link>
		<dc:creator>maddogtime</dc:creator>
		<pubDate>Tue, 23 Jun 2009 15:26:03 +0000</pubDate>
		<guid isPermaLink="false">http://www.dungeonmastering.com/?p=1391#comment-8392</guid>
		<description>Concerning &quot;Sleep&quot;:

Why not just make a house rule allowing the constructs, oozes, undead, what-have-you a BETTER SAVE / BONUS against the effects of the spell to simulate their inherent resistance towards it due to their mindlessness?

Just a (very late) thought.

Cheers!</description>
		<content:encoded><![CDATA[<p>Concerning &#8220;Sleep&#8221;:</p>
<p>Why not just make a house rule allowing the constructs, oozes, undead, what-have-you a BETTER SAVE / BONUS against the effects of the spell to simulate their inherent resistance towards it due to their mindlessness?</p>
<p>Just a (very late) thought.</p>
<p>Cheers!</p>
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		<title>By: Halfbat</title>
		<link>http://www.dungeonmastering.com/gaming-life/4-surprising-dd-rules-you-should-know-about#comment-7854</link>
		<dc:creator>Halfbat</dc:creator>
		<pubDate>Thu, 30 Apr 2009 22:19:31 +0000</pubDate>
		<guid isPermaLink="false">http://www.dungeonmastering.com/?p=1391#comment-7854</guid>
		<description>@Tim: &quot; Supposing a sorceror or swordmage is using a flaming blade as an implement. The flaming weapon rules say that it can make all damage dealt with the weapon become fire damage.&quot;

Don&#039;t think it does. An important thing to note here (as always) is what the rules say.  In this case, the rules say &quot;by&quot; the weapon, not &quot;with&quot; the weapon.  When&#039;s it&#039;s just being used as an implement, it&#039;s not &quot;by&quot; the weapon - it&#039;s just a channel.  The weapon doesn&#039;t give its proficiency bonus to the attack, either.  In addition it&#039;s as Felonius points out - those powers which don&#039;t say weapon anyway, don&#039;t get the weapon specs applied.</description>
		<content:encoded><![CDATA[<p>@Tim: &#8221; Supposing a sorceror or swordmage is using a flaming blade as an implement. The flaming weapon rules say that it can make all damage dealt with the weapon become fire damage.&#8221;</p>
<p>Don&#8217;t think it does. An important thing to note here (as always) is what the rules say.  In this case, the rules say &#8220;by&#8221; the weapon, not &#8220;with&#8221; the weapon.  When&#8217;s it&#8217;s just being used as an implement, it&#8217;s not &#8220;by&#8221; the weapon &#8211; it&#8217;s just a channel.  The weapon doesn&#8217;t give its proficiency bonus to the attack, either.  In addition it&#8217;s as Felonius points out &#8211; those powers which don&#8217;t say weapon anyway, don&#8217;t get the weapon specs applied.</p>
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		<title>By: Felonius</title>
		<link>http://www.dungeonmastering.com/gaming-life/4-surprising-dd-rules-you-should-know-about#comment-7850</link>
		<dc:creator>Felonius</dc:creator>
		<pubDate>Thu, 30 Apr 2009 15:59:21 +0000</pubDate>
		<guid isPermaLink="false">http://www.dungeonmastering.com/?p=1391#comment-7850</guid>
		<description>Weapon damage types would not apply to those powers, since they lack the &quot;Weapon&quot; keyword.  Also, things like &quot;Lasting Frost&quot; don&#039;t matter since they don&#039;t grant the Keyword &quot;Cold&quot; (or whatever type) to powers delivered through them. (I thought I saw this in an errata...  Or somewhere...  More than happy to admit to being wrong if someone can provide documentation to the contrary).

Also, note that Acrobatics is a check to reduce damage (1/2 your result = damage reduced), and no damage = not prone.  I would rule it the same, though.  At least 10 ft, you have to risk the damage, and if you fail, you take damage and are *still* prone.</description>
		<content:encoded><![CDATA[<p>Weapon damage types would not apply to those powers, since they lack the &#8220;Weapon&#8221; keyword.  Also, things like &#8220;Lasting Frost&#8221; don&#8217;t matter since they don&#8217;t grant the Keyword &#8220;Cold&#8221; (or whatever type) to powers delivered through them. (I thought I saw this in an errata&#8230;  Or somewhere&#8230;  More than happy to admit to being wrong if someone can provide documentation to the contrary).</p>
<p>Also, note that Acrobatics is a check to reduce damage (1/2 your result = damage reduced), and no damage = not prone.  I would rule it the same, though.  At least 10 ft, you have to risk the damage, and if you fail, you take damage and are *still* prone.</p>
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		<title>By: Tim</title>
		<link>http://www.dungeonmastering.com/gaming-life/4-surprising-dd-rules-you-should-know-about#comment-7849</link>
		<dc:creator>Tim</dc:creator>
		<pubDate>Thu, 30 Apr 2009 15:23:50 +0000</pubDate>
		<guid isPermaLink="false">http://www.dungeonmastering.com/?p=1391#comment-7849</guid>
		<description>Teleportation: It&#039;s a question of game balance.  The whole point of knocking prone is that the target needs to spend a move action to get up, and therefore doesn&#039;t have a move action to chase you down.  If you grant teleportation an extra ability that the people balancing powers did not intend it to have, then you make it more powerful than it was meant to be and unbalance the game.  That said, I can certainly imagine reasons why it would be impossible to change your position during a teleport: If you think of teleportation in a star trek-esque sort of way (ripping you apart and sending you to the new location in packets), applying a rotational translation is some fairly complex math to be doing instantaneously in your head.  Imagine if you forget to carry the one, and your hand ends up disconnected from your the rest of your body...  I would, however, allow teleportation into the air combined with an acrobatics check.  A successful acrobatics check while falling results in you taking 10&#039; less falling damage, and if you do not take damage then you land on your feet.  The idea is, you have 10 feet to fall, which gives you enough time to twist your horizontal body into an upright position (not easy to do, but that&#039;s why its a DC15 check).  

Sleep: Granted, sleep doesn&#039;t make a whole lot of sense against constructs and oozes if you think of it as actually inducing the state referred to as sleep.  But it&#039;s not hard to just say that &quot;sleep&quot; is a misnomer, after all the condition it applies is &quot;unconsciousness&quot; and there&#039;s no reason a zombie or a golem can&#039;t be rendered unconscious.  Computers have sleep modes too, you know.  Again, it comes down to balance: if a power is only going to work on half the monsters out there, it has to be better than all the alternatives against the ones it CAN effect or you would NEVER take it.  That makes it impossible to balance appropriately.

I&#039;ve got another rules question for you guys to mull over.  Supposing a sorceror or swordmage is using a flaming blade as an implement.  The flaming weapon rules say that it can make all damage dealt with the weapon become fire damage.  But if the weapon is being used as an implement (i.e. you&#039;re using a power with the implement keyword as opposed to the weapon keyword), is the damage dealt by the weapon?  It&#039;s never actually coming in contact with the target, you&#039;re just channeling your arcane power through the weapon.  This becomes important with feats like hellfire pact, or similarly a frost weapon with lasting frost feat.  (Although personally, I&#039;ve always felt this was something of an abuse even with weapon powers, why should the tiefling have a better chance of hitting something with his sword just because the sword is now on fire?  Chalk it up to better fire = better armor penetration, I guess).</description>
		<content:encoded><![CDATA[<p>Teleportation: It&#8217;s a question of game balance.  The whole point of knocking prone is that the target needs to spend a move action to get up, and therefore doesn&#8217;t have a move action to chase you down.  If you grant teleportation an extra ability that the people balancing powers did not intend it to have, then you make it more powerful than it was meant to be and unbalance the game.  That said, I can certainly imagine reasons why it would be impossible to change your position during a teleport: If you think of teleportation in a star trek-esque sort of way (ripping you apart and sending you to the new location in packets), applying a rotational translation is some fairly complex math to be doing instantaneously in your head.  Imagine if you forget to carry the one, and your hand ends up disconnected from your the rest of your body&#8230;  I would, however, allow teleportation into the air combined with an acrobatics check.  A successful acrobatics check while falling results in you taking 10&#8242; less falling damage, and if you do not take damage then you land on your feet.  The idea is, you have 10 feet to fall, which gives you enough time to twist your horizontal body into an upright position (not easy to do, but that&#8217;s why its a DC15 check).  </p>
<p>Sleep: Granted, sleep doesn&#8217;t make a whole lot of sense against constructs and oozes if you think of it as actually inducing the state referred to as sleep.  But it&#8217;s not hard to just say that &#8220;sleep&#8221; is a misnomer, after all the condition it applies is &#8220;unconsciousness&#8221; and there&#8217;s no reason a zombie or a golem can&#8217;t be rendered unconscious.  Computers have sleep modes too, you know.  Again, it comes down to balance: if a power is only going to work on half the monsters out there, it has to be better than all the alternatives against the ones it CAN effect or you would NEVER take it.  That makes it impossible to balance appropriately.</p>
<p>I&#8217;ve got another rules question for you guys to mull over.  Supposing a sorceror or swordmage is using a flaming blade as an implement.  The flaming weapon rules say that it can make all damage dealt with the weapon become fire damage.  But if the weapon is being used as an implement (i.e. you&#8217;re using a power with the implement keyword as opposed to the weapon keyword), is the damage dealt by the weapon?  It&#8217;s never actually coming in contact with the target, you&#8217;re just channeling your arcane power through the weapon.  This becomes important with feats like hellfire pact, or similarly a frost weapon with lasting frost feat.  (Although personally, I&#8217;ve always felt this was something of an abuse even with weapon powers, why should the tiefling have a better chance of hitting something with his sword just because the sword is now on fire?  Chalk it up to better fire = better armor penetration, I guess).</p>
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		<title>By: DeZwarteMaan</title>
		<link>http://www.dungeonmastering.com/gaming-life/4-surprising-dd-rules-you-should-know-about#comment-7841</link>
		<dc:creator>DeZwarteMaan</dc:creator>
		<pubDate>Wed, 29 Apr 2009 21:31:37 +0000</pubDate>
		<guid isPermaLink="false">http://www.dungeonmastering.com/?p=1391#comment-7841</guid>
		<description>#1 and #4 are auto duh&#039;s  I mean really... If you want to target yourself with a Magic missile, I believe you can do it... err.. :)  in theory ;) i remember a Sea Elf Fire Mage of mine that was obsessed with Fire magic. Inciniterated himself with a targetted fireball on himself. Situation called for it and I made a madness roll.. hehehe    As for marks, Once you were Blessed you got your +1. If 20 clerics blessed you.... duh.. +1 (Old and new rules still apply)

#2 teleport. As a DM I allow teleporting in air. It was safer than landing inside a wall in older editions. With a ring of flight, I had teleport zones where I would teleport from one location to another while flying and i even used clairvoyance items to make sure there were no issues.  heh. BUT.. as you are before, you are after. Ergo, prone is to teleport is prone is to arrive. Altough... acrobats check... doesnt it take a partial action (or did) to make the roll? so prone and teleport/fall.. lands prone as you have no move left to acrobat roll? Unsure if I remember that one off hand. :) I didnt play a lot of theives. I&#039;d go for the CatStep boots as described by Cedric. :) (writing this one down).

      - My use of teleport. If you were on a ledge and feet first dropped off a cliff... 3 square before landing you teleport and arrive on the ground safely. You are standing... If you were facefirst, you arent. LOL (Get some boots) :)

#3 Sleep spells:  I always envisioned this spell as increasing the Saratonin ina target causing a sudden spontaneous Narcolepsy. Ergo a Living creature would fall asleep standing or sitting where it was. Just like those people who are driving and have sudden sleep syndrome. ERGO, Undead, slimes, golems.. DO NOT GET AFFECTED.  It&#039;s not a sudden lullaby, not reading a bedtime story... although it works for a druid. heh.  This isnt a level 1 auto off switch to the most powerful automaton in the game?!?!?! WTF?

I love playing Mages at low levels. In 1st-3rd edition it was a challenge to actually find unique ways to be useful in a party. that sleep spell at the right moment worked wonders. Finding a ring of prestidigitation was like finding a wand of ultimate power to my low level mage. :) Unlimited cantrips.. muhahahhahaha 

Burst vs Blasts: A blast is explosion that occurs in an area away from the caster. A burst is a centered affect starting at the caster and expanding outwards in a Burst. Havent read all the rules, but I believe this is the intent of the wording.  B#.. a Blast or burst expanding in each direction fromt he B point and reaching in every direction. Although there might be powers which only follow the same X-Y and not Z. Although a burst from a flying Mage is sure to go in a full circle Burst.  I imagine a Helaing Burst heals the caster. The Burst that is damaging doesnt affect the caster, because he&#039;s immune or the affect doesnt target friends only foes.</description>
		<content:encoded><![CDATA[<p>#1 and #4 are auto duh&#8217;s  I mean really&#8230; If you want to target yourself with a Magic missile, I believe you can do it&#8230; err.. :)  in theory ;) i remember a Sea Elf Fire Mage of mine that was obsessed with Fire magic. Inciniterated himself with a targetted fireball on himself. Situation called for it and I made a madness roll.. hehehe    As for marks, Once you were Blessed you got your +1. If 20 clerics blessed you&#8230;. duh.. +1 (Old and new rules still apply)</p>
<p>#2 teleport. As a DM I allow teleporting in air. It was safer than landing inside a wall in older editions. With a ring of flight, I had teleport zones where I would teleport from one location to another while flying and i even used clairvoyance items to make sure there were no issues.  heh. BUT.. as you are before, you are after. Ergo, prone is to teleport is prone is to arrive. Altough&#8230; acrobats check&#8230; doesnt it take a partial action (or did) to make the roll? so prone and teleport/fall.. lands prone as you have no move left to acrobat roll? Unsure if I remember that one off hand. :) I didnt play a lot of theives. I&#8217;d go for the CatStep boots as described by Cedric. :) (writing this one down).</p>
<p>      &#8211; My use of teleport. If you were on a ledge and feet first dropped off a cliff&#8230; 3 square before landing you teleport and arrive on the ground safely. You are standing&#8230; If you were facefirst, you arent. LOL (Get some boots) :)</p>
<p>#3 Sleep spells:  I always envisioned this spell as increasing the Saratonin ina target causing a sudden spontaneous Narcolepsy. Ergo a Living creature would fall asleep standing or sitting where it was. Just like those people who are driving and have sudden sleep syndrome. ERGO, Undead, slimes, golems.. DO NOT GET AFFECTED.  It&#8217;s not a sudden lullaby, not reading a bedtime story&#8230; although it works for a druid. heh.  This isnt a level 1 auto off switch to the most powerful automaton in the game?!?!?! WTF?</p>
<p>I love playing Mages at low levels. In 1st-3rd edition it was a challenge to actually find unique ways to be useful in a party. that sleep spell at the right moment worked wonders. Finding a ring of prestidigitation was like finding a wand of ultimate power to my low level mage. :) Unlimited cantrips.. muhahahhahaha </p>
<p>Burst vs Blasts: A blast is explosion that occurs in an area away from the caster. A burst is a centered affect starting at the caster and expanding outwards in a Burst. Havent read all the rules, but I believe this is the intent of the wording.  B#.. a Blast or burst expanding in each direction fromt he B point and reaching in every direction. Although there might be powers which only follow the same X-Y and not Z. Although a burst from a flying Mage is sure to go in a full circle Burst.  I imagine a Helaing Burst heals the caster. The Burst that is damaging doesnt affect the caster, because he&#8217;s immune or the affect doesnt target friends only foes.</p>
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