Storyteller01
First Post
frankthedm said:kinda of wasting an opportunity CDGing with a inflict spell, when you could death knell instead.
But you have to admit, it gets points for style.

Last edited:
frankthedm said:kinda of wasting an opportunity CDGing with a inflict spell, when you could death knell instead.
Storyteller01 said:The forehead is the thickest part of the skull, and it gets thicker for those who strike with it (check reports on martial artists who repeatedly put their haed though concrete). It is designed to absorb and redirect impact, with the face and forehead being the areas in most danger of attack (you wouldn't show the back of your head to an enemy if you could avoid it, would you?). The thickness may increase by minute increments, but there's enough to improve stress tolerances (ie: you can use it to hit harder). And lets not forget the eye socket, brow design, and thickness of bone between the face and the brain/brain stem (upper dental area not withstanding).
Joints such as knees and elbows are a different story. Due to the increased mass already in place they break less often (dislocation is another matter). Sockets tend to be thicker than the bone they are a part of, as well as denser [less marrow in the socket ball to reduce integrity]. Notice that clubs made from animal femurs use the ball joint as the striking surface.
Then there's the matter of ligament reinforcement.
AND... (almost done everyone) their shorter distance from the strikes point of rotation means that elbow and knee strikes can generate enough power with less effort than that used to punch or kick (less distance to cover).
Egres said:bla blah...
Yes or No?
Is your head "designed for close combat"?
Get an anathomy book, and try again.Storyteller01 said:Yep. All parts of the bod are designed to increase your odds of survival. That means getting into and surviving close combat.
Egres said:Get an anathomy book, and try again.![]()
Storyteller01 said:I think so.
My concern is that, in order to use touch attack spells you have to make an attack roll. You don't have to hold a charge. Why have a character hold the charge, then CdG if they don't have to in any other circumstance? Guess I'm not a big fan of inconsistency (not being snarky folks...).
My thinking (let me know if I'm wrong) is that spellcasters, like fighters, will also lose the advantage of multiple attacks for the round. That may be important when looking at casters that have multi-classed fighter, rogue (especialy those with the TWF build), or specialized PrC levels like the Spellsword or Bladesinger. Even without the held charge, they accept a similar disadvantage.
I'll stop on this arguement and agree to disagree.Everyone has their interpretation. SInce we can't prove/disprove either one, we might as well assume we're both right.
irdeggman said:The difference is that a wizard can't make multiple attacks in the same round that he has cast a spell. So allowing him to cast a spell and make what is the equivalent of multiple attacks (by this I mean a full round action (full attack is a full round action)) is unfair and technically against the rules.
By the same token a fighter shouldn't be allowed to draw his weapon and make a CdG in the same round.
Take a look at an anathomy book, and try to find a reference for what you are claiming: I don't think you'll find anything that could support your position.Storyteller01 said:Could you give a specific example?