Author Topic: Completely Unanswered Questions from 3.5  (Read 6199 times)

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JaronK

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Completely Unanswered Questions from 3.5
« on: July 30, 2008, 02:46:51 AM »
I figured it might be fun to post up questions that I'm pretty sure the rules of 3.5 simply don't cover.   "How I'd rule it" answers are fine and all, but the real purpose is to get those out there.  Anyway, here's a few:

Q1)  The Dread Necromancer's Fear Aura ability says it renders enemies shaken.  What is the duration on this shaken effect?

Q2)  If a Binder binds Tenebrous and rebukes (and controls) an undead creature, then stops binding Tenebrous, does he still have control of the creature?

JaronK

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Re: Completely Unanswered Questions from 3.5
« Reply #1 on: July 30, 2008, 04:34:02 AM »
Q3) Grappling... constrict... iteratives... natural attacks...  ???
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Akalsaris

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Re: Completely Unanswered Questions from 3.5
« Reply #2 on: July 30, 2008, 08:22:51 AM »
Q1) Does it go shaken -> frightened -> panicked -> cowering, or stop at panicked?

Q2) Can swift actions be used as move actions in the same way that immediate ones can be used as swift, and move as standard, and full-round as a standard and a move action?

Q3) How long does it take to rear an animal or for one to grow to adulthood?  Can druids apply wartrained to their animal companions?

Q4) Just how does a crusader recover maneuvers anyhow? (This may have been answered, but it's given my arenas countless headaches)

carnivore

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Re: Completely Unanswered Questions from 3.5
« Reply #3 on: July 30, 2008, 08:38:28 AM »
Q1) Does it go shaken -> frightened -> panicked -> cowering, or stop at panicked?
this has been answered .... notice:
Quote from: SRD
FEAR
Spells, magic items, and certain monsters can affect characters with fear. In most cases, the character makes a Will saving throw to resist this effect, and a failed roll means that the character is shaken, frightened, or panicked.

Shaken:Frightened: Characters who are frightened are shaken, and in addition they flee from the source of their fear as quickly as they can. They can choose the path of their flight. Other than that stipulation, once they are out of sight (or hearing) of the source of their fear, they can act as they want. However, if the duration of their fear continues, characters can be forced to flee once more if the source of their fear presents itself again. Characters unable to flee can fight (though they are still shaken).

Panicked: Characters who are panicked are shaken, and they run away from the source of their fear as quickly as they can. Other than running away from the source, their path is random. They flee from all other dangers that confront them rather than facing those dangers. Panicked characters cower if they are prevented from fleeing.

Becoming Even More Fearful: Fear effects are cumulative. A shaken character who is made shaken again becomes frightened, and a shaken character who is made frightened becomes panicked instead. A frightened character who is made shaken or frightened becomes panicked instead.

Panicked has this added info:
Quote from: SRD
Panicked:If cornered, a panicked creature cowers and does not attack, typically using the total defense action in combat. A panicked creature can use special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape.
Panicked is a more extreme state of fear than shaken or frightened.
then Cowers adds this:
Quote from: SRD
Cowering:


so it does go shaken -> frightened -> panicked ...... and if Cornered with no escape or retreat-> cowering

 :D

Runestar

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Re: Completely Unanswered Questions from 3.5
« Reply #4 on: July 30, 2008, 08:50:54 AM »
Quote
Q4) Just how does a crusader recover maneuvers anyhow? (This may have been answered, but it's given my arenas countless headaches)

The easiest way to illustrate this is with an example.

1) Take any 5 maneuver cards, put them in a pile and shuffle them.

2) At the start of any encounter, deal yourself 2 cards (3 if you have the extra maneuver feat), face up. These represent the maneuvers you have available to you, which you are free to use at any time.

3) At the end of your round, deal yourself another maneuver card face up.

4) When you would deal yourself your next maneuver card, but are unable to do so (because you have no cards remaining in the deck), collect all your maneuvers together (both expended and unexpended), shuffle them and deal yourself 2 new cards (or 3 with the extra maneuver granted feat).

5) Rinse and repeat as necessary.

Is that clear enough? :D

Quote
Q2) Can swift actions be used as move actions in the same way that immediate ones can be used as swift, and move as standard, and full-round as a standard and a move action?

Unlike 4e, 3e has no known mechanic for converting move actions to extra swift actions, nor would I recommend it, considering how it allows spellcasters to cast up to 3 spells/round, or martial adepts to use 2 boosts in addition to a standard action strike in the same round.
« Last Edit: July 30, 2008, 08:53:23 AM by Runestar »
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RobbyPants

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Re: Completely Unanswered Questions from 3.5
« Reply #5 on: July 30, 2008, 10:29:56 AM »
Q3) How long does it take to rear an animal or for one to grow to adulthood?  Can druids apply wartrained to their animal companions?
So far as I know, there aren't really answers for this in most cases.  The best guess I can come up with for the adulthood answer is to look up the individual animal type somewhere like wikipedia to see how long they take to mature.

As for how long to rear it, that depends on what you mean.  The Handle Animal skill lists several tricks to teach an animal.  Each trick has a specific training time listed in weeks.  That's about the best I can come up with for that.
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Dictum Mortuum

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Re: Completely Unanswered Questions from 3.5
« Reply #6 on: July 30, 2008, 11:04:40 AM »
Is standard + move + swift == 1 full-round action?

For example do you get an extra swift action from belt of battle?
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Sinfire Titan

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Re: Completely Unanswered Questions from 3.5
« Reply #7 on: July 30, 2008, 11:35:58 AM »
Is standard + move + swift == 1 full-round action?

For example do you get an extra swift action from belt of battle?

Actually, you can take a Full-Round action and a Swift action in the same turn, as such it is simply Move+Standard=Full Round action.


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Gregger

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Re: Completely Unanswered Questions from 3.5
« Reply #8 on: July 30, 2008, 12:38:54 PM »
In the SRD and other books it says that you can take one swift action a turn, without affecting your other actions.  What is unclear is what other actions it affects.  In an arena I'm in I used two swift actions in one turn.  I only used those two swift actions though.  It was my understanding from reading the line that you could take more than one swift action, it just affects your other actions for that round.   Hence, I took two swift actions, and, no other actions.  The rules are so unlcear on this part that I took it to mean in one round you could do Swift, Swift and no other actions.  What do you guys think?

NineInchNall

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Re: Completely Unanswered Questions from 3.5
« Reply #9 on: July 30, 2008, 12:53:02 PM »
The same paragraph answers your question:

Quote from: SRD
A swift action consumes a very small amount of time, but represents a larger expenditure of effort and energy than a free action. You can perform one swift action per turn without affecting your ability to perform other actions. In that regard, a swift action is like a free action. However, you can perform only a single swift action per turn, regardless of what other actions you take.

Gregger

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Re: Completely Unanswered Questions from 3.5
« Reply #10 on: July 30, 2008, 02:41:29 PM »
My whole point is, Any character can do a Swift spell, then a standard spell.  That is OK with the rules.  Why not Two swift spells?  Is there a way to slow the casting of a spell so that it is a standard action?  All I wanted to do was cast two spells in a round.  According to the "rules" I can cast a swift spell, then, a Standard spell.  But according to the "rules" I can't cast two swift spells, even if my character takes NO other actions.  That makes no sense at all.  A character should be able to trade a standard, or even a full round action, to be able to cast a second swift spell.

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Re: Completely Unanswered Questions from 3.5
« Reply #11 on: July 30, 2008, 02:43:36 PM »
Just so there is no confusion, the spell in question is Blade of Blood, which normally has a casting time of Swift.  I wanted to cast it on two weapons.  If it was a standard action casting time, I'd jsut have to quicken one of them cast it twice in a round.  But I can't, becuase the normal cast time is swift.

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Re: Completely Unanswered Questions from 3.5
« Reply #12 on: July 30, 2008, 02:49:03 PM »
That makes no sense at all.  A character should be able to trade a standard, or even a full round action, to be able to cast a second swift spell.
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Sinfire Titan

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Re: Completely Unanswered Questions from 3.5
« Reply #13 on: July 30, 2008, 02:50:16 PM »
Just so there is no confusion, the spell in question is Blade of Blood, which normally has a casting time of Swift.  I wanted to cast it on two weapons.  If it was a standard action casting time, I'd jsut have to quicken one of them cast it twice in a round.  But I can't, becuase the normal cast time is swift.

You have to spontaneously cast it and apply a metamagic feat to it in order to extend the casting time. So you'd have to use a Full round action and a swift action in order to cast both of them.


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Sunic_Flames

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Re: Completely Unanswered Questions from 3.5
« Reply #14 on: July 30, 2008, 03:09:38 PM »
I can't cast a second Swift spell as a Standard action because... it's too fast? :eh
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Sinfire Titan

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Re: Completely Unanswered Questions from 3.5
« Reply #15 on: July 30, 2008, 03:12:14 PM »
I can't cast a second Swift spell as a Standard action because... it's too fast? :eh

I know. It is stupid, huh?


Almost as dumb as Candle Jack. The enti


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EjoThims

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Re: Completely Unanswered Questions from 3.5
« Reply #16 on: July 30, 2008, 03:34:09 PM »
I can't cast a second Swift spell as a Standard action because... it's too fast? :eh

I know. It is stupid, huh?


Almost as dumb as Candle Jack. The enti

I'm sorry, but the unexpectedness of that was pure win.

And I agree, as little sense as it makes, swift actions were balanced (at least the attempt was made) around only being able to use one a round.

Sunic_Flames

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Re: Completely Unanswered Questions from 3.5
« Reply #17 on: July 30, 2008, 05:15:19 PM »
Well let's see...

Most often it's going to be a spell, which is either Quickened (and therefore weaker than a spell of the same level due to the +4), or is naturally a Swift action and is weaker anyways accordingly. Compare for example Blade of Blood's 1d6 or 3d6 with a penalty to Shocking Grasp's up to 5d6 with a potential +3 unnamed to hit as well.

Most of the rest... quick activation items such as Greater Healing.

Point being it's probably inferior to your damn standard action anyways. If it replaced your move, yeah I could see it being broken.
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Nunkuruji

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Re: Completely Unanswered Questions from 3.5
« Reply #18 on: July 30, 2008, 05:28:16 PM »
Read the spell Arcane Spellsurge in Dragon Magic... perhaps a means to the answer

Akalsaris

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Re: Completely Unanswered Questions from 3.5
« Reply #19 on: July 31, 2008, 04:55:54 AM »
Well let's see...

Most often it's going to be a spell, which is either Quickened (and therefore weaker than a spell of the same level due to the +4), or is naturally a Swift action and is weaker anyways accordingly. Compare for example Blade of Blood's 1d6 or 3d6 with a penalty to Shocking Grasp's up to 5d6 with a potential +3 unnamed to hit as well.

Most of the rest... quick activation items such as Greater Healing.

Point being it's probably inferior to your damn standard action anyways. If it replaced your move, yeah I could see it being broken.

Well, Blade of Blood has a duration of rounds/level, deals untyped damage, and requires a weapon - not necessarily your own.  So it's not a great spell to compare to shocking grasp.

As you said though, most of the time it's not worth a standard action to take a swift.  Let's see...Blade of Blood, maybe a double Swift Fly if you're low level and need to fly across something really long.