Greenfield
Adventurer
It's always fun to find a true oddity in the rules.
I'm not talking about the things they never clarified, like what happen when a Shrink Item spell ends, but there isn't room for the item to go back to normal size.
I'm talking about the "WTF are these guys thinking?" kind of items.
One D&D 3.5 oddity that made it into Pathfinder is the table for combat adjustments in an aquatic environment.
The entry in question is the "None of the above" line, in the Movement column. If a character neither succeeds nor fails on a Swim check (as in, doesn't even try), doesn't have a Swim speed nor a Freedom of Movement effect in place and isn't walking on the bottom, they move in water at full normal speed.
So, by this rule it's foolish to try and outswim anything if you don't have some aquatic movement advantage. Instead, just run at full speed.
So, what's your favorite rules oddity?
(By the way, I know it isn't supposed to work the way I've just described it, but that's the way it's written.)
I'm not talking about the things they never clarified, like what happen when a Shrink Item spell ends, but there isn't room for the item to go back to normal size.
I'm talking about the "WTF are these guys thinking?" kind of items.
One D&D 3.5 oddity that made it into Pathfinder is the table for combat adjustments in an aquatic environment.
SRD said:Table: Combat Adjustments Underwater
————— Attack/Damage —————
Condition .................. Slashing or Bludgeoning ..............Tail ............Movement .........Off Balance?4
Freedom of movement .... normal/normal ................ normal/normal ..... normal ................. No
Has a swim speed ............... –2/half ........................ normal ........... normal ................. No
Successful Swim check .........–2/half1 ........................–2/half ..... quarter or half2 .......... No
Firm footing3 ...................... –2/half ........................ –2/half ............ half ................... No
None of the above ............... –2/half ........................ –2/half .......... normal ................ Yes
1 A creature without a freedom of movement effects or a swim speed makes grapple checks underwater at a –2 penalty, but deals damage normally when grappling.
2 A successful Swim check lets a creature move one-quarter its speed as a move action or one-half its speed as a full-round action.
3 Creatures have firm footing when walking along the bottom, braced against a ship’s hull, or the like. A creature can only walk along the bottom if it wears or carries enough gear to weigh itself down—at least 16 pounds for Medium creatures, twice that for each size category larger than Medium, and half that for each size category smaller than Medium.
4 Creatures flailing about in the water (usually because they failed their Swim checks) have a hard time fighting effectively.
An off-balance creature loses its Dexterity bonus to Armor Class, and opponents gain a +2 bonus on attacks against it.
The entry in question is the "None of the above" line, in the Movement column. If a character neither succeeds nor fails on a Swim check (as in, doesn't even try), doesn't have a Swim speed nor a Freedom of Movement effect in place and isn't walking on the bottom, they move in water at full normal speed.
So, by this rule it's foolish to try and outswim anything if you don't have some aquatic movement advantage. Instead, just run at full speed.
So, what's your favorite rules oddity?
(By the way, I know it isn't supposed to work the way I've just described it, but that's the way it's written.)