shilsen
Adventurer
You've never heard of a portable hole?The Shaman said:![]()
I feel violated just thinking about that...
You've never heard of a portable hole?The Shaman said:![]()
I feel violated just thinking about that...
Hussar said:To me, there is only three possible outcomes for the intimidating gnome story:
A) Gnome is allowed to try, fails and the party giggles about a rather spectacular and unique way to perish.
B) Gnome is allowed to try, pulls the rolls out of his vas deferens, and possibly causes the dragon to miss for one round, thus possibly saving a party member. Party giggles about a very spectacular success and tells the story for weeks to come.
C) DM flat out nixes the idea. Players talk about what a putz the DM is for ignoring the RAW in favour of his cool critter.
Personally, I'd MUCH rather be in party A or B. C just isn't all that interesting for me.
Primitive Screwhead said:Raven Crowking, Do you ever have a critter attack at a PC when you know that the PC's AC is too high for the monster to possibly hit?...
Or is metagame knowledge commonly used at your table?
If said Gnome/Dragon encounter happened at my table, I would tell the PC.. "Dude, the Dragon is wiping the floor with your party.. its improbable that you can scare it.. but if you want to try, go right ahead."
The power the PC wields with knowing the rules can't influence this because of two reasons:
1) I know the rules better than he does
2) I know the circumstances better
IMHO, this is a better way to go than flat out deny the action.
Raven Crowking said:If earlier versions of the game tended to produce a few really bad DMs, so does 3.X produce more bad players than any previous edition.
I think the rule was changed in 3.5e. The SRD reads:Geron Raveneye said:Don't get me wrong, I'm not trying to nitpick here maliciously or anything...I'm just taking your advice on reading the rules, and at least from my 3E point of view, it won't work, because...
Good on you for checking the rules, though.SRD (Classes) said:Quivering Palm (Su): Starting at 15th level, a monk can set up vibrations within the body of another creature that can thereafter be fatal if the monk so desires. She can use this quivering palm attack once a week, and she must announce her intent before making her attack roll. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be affected. Otherwise, if the monk strikes successfully and the target takes damage from the blow, the quivering palm attack succeeds. Thereafter the monk can try to slay the victim at any later time, as long as the attempt is made within a number of days equal to her monk level. To make such an attempt, the monk merely wills the target to die (a free action), and unless the target makes a Fortitude saving throw (DC 10 + 1/2 the monk's level + the monk’s Wis modifier), it dies. If the saving throw is successful, the target is no longer in danger from that particular quivering palm attack, but it may still be affected by another one at a later time.
That's one thing I like about the slightly abstract nature of the D&D rules. The player or DM can describe how the gnome demoralized the dragon any way they want - it doesn't have any effect on the actual game result. Maybe the gnome started frothing at the mouth and the dragon thought he was rabid or a frenzied berserker. Maybe he uttered such a horrible threat that the dragon was distracted for six seconds. Maybe he used the favorite catchphrase of a famous gnome dragonslayer. Certainly, I have no problems visualizing something like that happening "out of the blue". Like I mentioned, the dragon doesn't go from confidence to panic in a single round. It's just hesitating for a while, in case things aren't what they seem.And to repeat what I said before...it isn't about rewriting the game, it's about adjudicating a specific situation. A situation in which a gnome barbarian (diminuitive foe) who is part of a group that gets its collective butt kicked by a dragon thrice his size tries to intimidate the same dragon. As a DM, I HAVE to ask myself (and the player in question) what reason there should be in that situation for an intimidation attempt to be an action that could be even remotely successful. If that barbarian flies into a rage and manages to hit the dragon for some nice damage, and tries the intimidation attempt the round after, sure, you have the "rat in a corner effect" or whatever you want to call it. Might even be good for a circumstance bonus. But out of the blue?
I suppose I see it this way. The player describes what he wants to do, and the DM decides what is the best way to determine whether he succeeds or fails. If the player decides that his gnome character wants to try and scare the dragon, and the DM decides that the Intimidate skill doesn't apply, it's like the DM ruling that a character can't use the Hide or Move Silently skills when he's trying to sneak past a monster. I have no problem with the DM saying that the attempt doesn't work if the applying the rules results in an impossibly high DC, or the creature has some special ability that prevents the attempt from working (e.g. a creature immune to fear, in the case of intimidate, or a creature with tremorsense or blindsight in the case of Hide and Move Silently). I do have a problem if the DM ignores the rules or decides that the attempt doesn't work simply because he doesn't want it to. After all, I signed up to play D&D, not DM May I.Comparing this specific situation to something general, or the supernatural Quivering Palm to the mundane Intimidate skill, does not really do this justice either, does it?And in the end, it should be a question from the player to the DM if he allows a skill check, not a demand that he should be allowed under all circumstances, just because the short skill description in the PHB only gives a few examples how it should work instead of a heap of exceptions when it shouldn't. That's what the DM is there for, even in 3E...to judge if a situation and a player idea warrant a check of any kind.
Varianor Abroad said:No, the bad DMs and players exist that way due to natural tendencies. Rules can actually help mitigate that a lot. Much of the so-called "badness" however is really a complete difference in preferred play styles.