Holy Bovine
First Post
Turn Undead.
Seconded. This is possibly my most hated rule in any RPG. Ever.
Turn Undead.
I think of memorization of spells more like imbuing the power within yourself. Casting the spell disperses the power. It fits in nicely with the concept of Reserved Feats, and makes highly intelligent wizards seem less forgetful & stupid.You forget spells when you cast them. Never really made sense to me.
That hasn't been the official fluff since about 2nd edition, give or take. The 3.X fluff is that the Wizard mostly casts his spells during preparation, and stops them in an almost-complete state - a spot in the ritual where he can leave it hanging, minus the last few words and gestures, and finish it later. The majority of his casting is done in that hour of preparation after rest.You forget spells when you cast them. Never really made sense to me.
I'm grateful for it. Flask weapons are supposed to have a 100% chance of breaking on impact. To me that says they should be handled at least somewhat carefully, retrieved as a move action, not firmly grasped and yanked as one does to a weapon being quickdrawn.The other rule that currently annoys me is as discussed on this forum -- that Quick Draw appears to allow flask-chuckers to get full BAB with multiple shots (the description says as much). However, it technically doesn't work because there is a move-action cost to retrieve an item. I thought Quick Draw was designed to remove the retrieval cost, but it turns out draw & retrieval are two different things. It's a nuance that adds realism but is mighty annoying to me.
Well, the rider could Ready a lance attack. But yeah, by super-strict RAW, the rider suffers the AC penalty for charging but doesn't get the bonus on his attack roll.Mounted charge rule: If you play strictly by RAW. A medium sized character with lance (reach 2) cannot make charge on horse and make lance attacks. Because, by RAW, that is the mount, not the rider, who charges. And the movement of the charge ends at the square from which the horse can attack (adjacent to the target). And from that point the lance wielder cannot attack that opponent.
They are? My assumption was that sometimes when you miss, what has happened is that the flask has plinked off the target, fallen to the floor, and cracked open there.Flask weapons are supposed to have a 100% chance of breaking on impact.
Well, the rider could Ready a lance attack. But yeah, by super-strict RAW, the rider suffers the AC penalty for charging but doesn't get the bonus on his attack roll.![]()
And, in some power-gaming type play groups, destroying component pouch could be the default first move when figting against spellcasters.