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Adventurer
Infiniti2000 said:Am I the only one who refuses to read SBMC's text for fear of losing my eyesight? Maybe I'm just getting too old, but that font+color is painful to read.
It's just you. You're too old.

Infiniti2000 said:Am I the only one who refuses to read SBMC's text for fear of losing my eyesight? Maybe I'm just getting too old, but that font+color is painful to read.
Len said:I disagree. Leverage is not needed to throw something. F = ma, and daggers have very little m compared to the thrower, so the speed and force of the dagger would be only very slightly reduced - not enough to reduce the strength bonus, IMO.
A 20-foot fall does seem pretty short to contain a full attack, though.
(Hyp, I was thinking of getting the Sin City DVD this week, and now I'm almost sure of it.)
Infiniti2000 said:Am I the only one who refuses to read SBMC's text for fear of losing my eyesight? Maybe I'm just getting too old, but that font+color is painful to read.
mrtauntaun said:So I guess a better way to phrase it is: can you take a full non-movement action (such as a full attack) and then take a five foot step to intentionally fall 10 or more feet, or should that require a move action?![]()
No, you're not. But I was mainly refusing to read it because of the silly rulings it portrays. Max damage? Not called for. There's nowhere in the rules (other than a Maximized spell) that calls for max damage automatically. I think this is penalizing people for wanting to do cool things in what is supposed to be a fun game.Infiniti2000 said:Am I the only one who refuses to read SBMC's text for fear of losing my eyesight? Maybe I'm just getting too old, but that font+color is painful to read.
Try switching to the Stealth style. You still won't be able to read it, but white-on-white doesn't hurt your eyes.Infiniti2000 said:Am I the only one who refuses to read SBMC's text for fear of losing my eyesight? Maybe I'm just getting too old, but that font+color is painful to read.
Infiniti2000 said:Am I the only one who refuses to read SBMC's text for fear of losing my eyesight? Maybe I'm just getting too old, but that font+color is painful to read.
SBMC said:Which I think is one of the biggest issues with this discussion.
"Jumping down" involves taking care to aim to land; to attempt to land as safely as possible and the like. Stepping off is a careless act that results in a fall; an uncontrolled fall. The same as if a pit opened up under you except you did it intentionally and thus have to pay a price fo it.
When you jump:
Step 1: You run or just start jumping (inclusive of jumping down)
Step 2: Travel the distance that you wanted to
Step 3: Land
Those three things cost a single move action. Like drawing a weapon without quick draw any individual one should also cost a move action - but together synergize to cost only one move action.
Scenario #1
As the rules state and I noted above; if I run out of movement in the middle of the jump I stay stuck in that position until my next turn where I then continue my movement.
So for two rounds in a row I use up a move action.
Scenario #2
I am walking down a corridor (using a move action) and fall into a 40 foot pit. I fall (free action) and hit the bottom taking 4d6 points of damage. I fail my save to stay upright and am now prone. Since my movement was interrupted like that I do indeed loose any additional movement I had left in my move action.
I did no get charged an action for the fall and thus I can make a move or standard action as normal. Say I stand up as a move action; that makes the two move actions in one round and my turn is over.
Scenario #3
I am walking down a corridor, I have a 30' normal movement; and I state I am making a double move (2 move actions). However after moving 25' I fall into a 40 foot pit. I fall (free action) and hit the bottom taking 4d6 points of damage. I fail my save to stay upright and am now prone. Since my movement was interrupted like that I do indeed loose any additional movement I had left in my move action - in this case 5'. Do I loose my second move action because I fell? Of course not: thus I can make a move or standard action as normal.
Scenario #4
I am walking down a corridor, I have a 30' normal movement; and I state I am making a double move (2 move actions). However after moving 45' I fall into a 40 foot pit. I fall (free action) and hit the bottom taking 4d6 points of damage. I fail my save to stay upright and am now prone. Since my movement was interrupted like that I do indeed loose any additional movement I had left in my move action - in this case 15'. I already took my first move action and my second move action was interrupted - my turn is over.
Scenario #5
I am walking down a corridor and see a pit in the floor. I look down and decide that I want to jump down there; intentionally attempting to aim my fall and land properly. I burn a move action as I "jump down" fall and land. Now I still have a move action or standard action I can take this round.
Scenario #6
I am walking down a corridor and see a pit in the floor. I look down and decide that I want to fall down there; intentionally just stepping into mid air by making a 5 foot move. I am not trying to aim myself or make any attempt to point my feet forward first.
To quote myself:
This is no covered in the rules. As I stated above: I would say that that is indeed a 5 foot step. However because I stepped off of here I can:
A. Burn a move action and fall and take max damage (4d6=24 points) and take a -40 penalty to my save to stay upright (better off just jumping down when you have the chance).
B. Take no further actions (even if I have some left) and stay in midair until my next turn. Then on my next turn fall, that fall happens first thing the your turn before anything else; you have no chance to get an action off before you fall. The pit is 40' so I hit the ground and take 24 points of damage and get a -40 penalty to stay upright when I land.
To clarify:
Now in the event that say the character does not hit the ground on that subsequent round (say the pit is 100 feet deep) then once the character does hit the bottom he takes 60 points of damage (and in my game that calls for a save - we use that variant rule (I forget the name at the moment) where if you take 50 points of damage from one attack you need to make a fort save or die. We also use the "clobbered" variant rule. You also get a -100 to your roll to stay upright (making it pretty much impossible)
The only game mechanics advantage to this is for the character that you can take a full round action on the turn that you step off that ledge; BEFORE you make that step. I can be advantageous if the fall will take longer than one round and you want to take a full round action on the turn that you step off that ledge; BEFORE you make that step. Then on that second round you can still take your 2 actions as normal while falling. The kicker is you take all that damage and pretty much most non epic characters will end up prone.
I used to get accused of not showing enough "evidence" of what I wrote; now it's to much…I guess I need to find a happy medium.Bastoche said:No you're not. They are always too long too.
Thaniel said:No, you're not. But I was mainly refusing to read it because of the silly rulings it portrays. Max damage? Not called for. There's nowhere in the rules (other than a Maximized spell) that calls for max damage automatically. I think this is penalizing people for wanting to do cool things in what is supposed to be a fun game.
Bastoche said:No you're not. They are always too long too.
Thaniel said:No, you're not. But I was mainly refusing to read it because of the silly rulings it portrays. Max damage? Not called for. There's nowhere in the rules (other than a Maximized spell) that calls for max damage automatically. I think this is penalizing people for wanting to do cool things in what is supposed to be a fun game.