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Class Acts: Duelist Rogue
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<blockquote data-quote="Majoru Oakheart" data-source="post: 4988846" data-attributes="member: 5143"><p>Well, if it helps at all, I'm one of the admins for LFR. Not that I can find an exact source. However, I'm fairly certain the intent behind the rules applies here. You aren't allowed to add these sorts of modifiers to an attack that doesn't have a damage roll:</p><p></p><p></p><p></p><p>The idea being that any power that does a static number like "dex mod" doesn't add enhancement bonus and so on. It seems kind of a "hack" around that intention if you can add it simply by putting on a Horned Helm. I believe the "roll of the dice" the paragraph is referring to is the one called for by the power. Anything that gets added on after the "damage roll" doesn't get static modifiers.</p><p></p><p>It is worded poorly, I admit. But that wouldn't be the first place there was something worded poorly in the book.</p><p></p><p>Keep in mind for LFR you need to follow the rules, but you are empowered to make decisions when the rules are unclear or you believe the intent of the rules are different than what people are using them for. I've used this before while running games and will continue to.</p><p></p><p>This case fails on my standard test: Does the rule cause unintended consequences? In this case, it allows a magic item or class feature to add damage that is not specified in the magic item or class feature. If a Half-Elf takes this power as a Dilettante power and does not have sneak attack then this power doesn't add the enhancement bonus of your weapon. But if he has a magic item that adds a dice of damage then it does. If he is multiclassed into Rogue and adds his sneak attack then it does, if he is a Ranger and adds Quarry then it does.</p><p></p><p>That just seems wonky and unintended to me. Whether your weapon does extra damage shouldn't be dependent on whether a creature is your Quarry. The system is designed to be elegant and make sense to people. If a rule requires you to jump through hoops to explain, it probably in an unintended side effect.</p></blockquote><p></p>
[QUOTE="Majoru Oakheart, post: 4988846, member: 5143"] Well, if it helps at all, I'm one of the admins for LFR. Not that I can find an exact source. However, I'm fairly certain the intent behind the rules applies here. You aren't allowed to add these sorts of modifiers to an attack that doesn't have a damage roll: The idea being that any power that does a static number like "dex mod" doesn't add enhancement bonus and so on. It seems kind of a "hack" around that intention if you can add it simply by putting on a Horned Helm. I believe the "roll of the dice" the paragraph is referring to is the one called for by the power. Anything that gets added on after the "damage roll" doesn't get static modifiers. It is worded poorly, I admit. But that wouldn't be the first place there was something worded poorly in the book. Keep in mind for LFR you need to follow the rules, but you are empowered to make decisions when the rules are unclear or you believe the intent of the rules are different than what people are using them for. I've used this before while running games and will continue to. This case fails on my standard test: Does the rule cause unintended consequences? In this case, it allows a magic item or class feature to add damage that is not specified in the magic item or class feature. If a Half-Elf takes this power as a Dilettante power and does not have sneak attack then this power doesn't add the enhancement bonus of your weapon. But if he has a magic item that adds a dice of damage then it does. If he is multiclassed into Rogue and adds his sneak attack then it does, if he is a Ranger and adds Quarry then it does. That just seems wonky and unintended to me. Whether your weapon does extra damage shouldn't be dependent on whether a creature is your Quarry. The system is designed to be elegant and make sense to people. If a rule requires you to jump through hoops to explain, it probably in an unintended side effect. [/QUOTE]
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