combat and skill question.

ShadowMaster

First Post
Good day everybody,

Here are my question for the week:

1) Do all monsters, like a troll (claws x2 bite x1) can attack using all their natural weapons as a full round action or do they need something special (feat, special note, etc) to fight with it? Also, if a troll move (more than 5') does he attack using one claws of two?

2) How do we handle 2 fighter trying to bend something together? If both have str 18 and the DC is 25, what will be the bonus added to the dice? or does it needs 2 separates roll?

3) can a thief pick lock the same chest untill he succeded?

4) How do you handle a party that want to smack down a door when they have all the time they want to do it? Do they automatically succed or do you ask them to roll each damage?

once again, thanks for helping.
 

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1)
If a creature has multiple attacks listed, and it uses a full-round action, it can use all of them at the given attack bonus. During a Full Attack, they may only move 5 feet, unless they are slowed (when they can`t take full attacks and other full actions) or hasted (where they gain a extra partial action), or any other special conditions apply, that will be noted in the description.

2)
Assisting require a roll with the skill or ability in question against a DC of 10. The "main worker" gains a +2 bonus on his check. If the fighters in your example have some time and there is no penalty for failure, they can take 20 times the time and and take 20.

3)
If the chest is not trapped (be it a Lightning Bolt trap, a gaseous poison or a "self-destructive" lock), he can do it. Even if its trapped, this does only mean that the trap will be activated. If he survives, he can try again (and might again activate it). If there are no penalties for failure like this, the rogue can take 20 on the skill (see 2)

4) See 2 & 3. If they have no chance to beat the DC, well, than they will have to find another way...
 

1. In the MM - there are the feats "multiattack" and "multidexterity"; however these call for the creature to have more than two "arms" using equipment IIRC. If they are only using their natural weapons, then no - they don't need these feats. If they are using "equipment" of some kind (the troll picks up a pair of swords) then yes - they do need the "appropraiate" feats.

2. Use the GM's best friend. If the second fighter can hit a given DC, then his colleague gets a +2 on his str check.

3. Yes - but he might set off the trap connected to the chest if there is one.

4. Well - they can try a str check to bust the door down immediately, or they could have to "hack thru it the hard way" - the door isn't exactly a moving target - and can't hit back. If you need to know how long it takes - make them roll the damage; if not - just say "after hacking at the door for a minute or two - you break it into pieces - and can walk thru it"
 

ShadowMaster said:
Good day everybody,

Here are my question for the week:

1) Do all monsters, like a troll (claws x2 bite x1) can attack using all their natural weapons as a full round action or do they need something special (feat, special note, etc) to fight with it?
Full Round Action
Also, if a troll move (more than 5') does he attack using one claws of two?
One claw
2) How do we handle 2 fighter trying to bend something together? If both have str 18 and the DC is 25, what will be the bonus added to the dice? or does it needs 2 separates roll?
They get one roll at + 6 (+4 from Str 18 and +2 from one helping the other)
3) can a thief pick lock the same chest untill he succeded?
Yes, unless, of course, he get's blown up by the trap. He can "take 20."
4) How do you handle a party that want to smack down a door when they have all the time they want to do it? Do they automatically succed or do you ask them to roll each damage?
There are two events here - break the door down and hack at the door until your break it. The door need to have a DC set for it to break it down, and then it's a single check. For teh second case, if you want it to be simple, use the average damage they do and that will tell you how long it takes. And yes, they automatically hit, I would think. Assuming, of course, no enemies are present to muck up the whole operation.
once again, thanks for helping.
You're welcome.
 
Last edited:


ShadowMaster asks:
1) Do all monsters, like a troll (claws x2 bite x1) can attack using all their natural weapons as a full round action or do they need something special (feat, special note, etc) to fight with it? Also, if a troll move (more than 5') does he attack using one claws of two?
Yes they attack using all their natural weaponry with a full attack. They do not need anything special to do so. The attacks listed are the creature's normal and natural attacks. Some creatures have feats that help their attack routines, however. If the troll moves more than 5 feet in a round, it cannot take a full attack. It makes one attack (standard action) with its primary weapon, which is its claw. Check MM page 7 for more details.

2) How do we handle 2 fighter trying to bend something together? If both have str 18 and the DC is 25, what will be the bonus added to the dice? or does it needs 2 separates roll?
You use the aid another/cooperation action found on pp. 135 and 62, respectively, in the PH. Essentially, one character is the leader and the other is the helper. The both make a strength check. The helper rolls against DC 10. If he makes it, add a +2 to the leader's check. If he gets a modified 25 or more, success!

3) can a thief pick lock the same chest untill he succeded?
Yes, he may retry as many times as he wishes. He might trigger a trap, however. See page 60 in the PH under the Retries heading.

4) How do you handle a party that want to smack down a door when they have all the time they want to do it? Do they automatically succed or do you ask them to roll each damage?
Depends, I guess. Sure, they will eventually smash it open with their weapons. If there are no villains or creatures around, just let them bash it open and continue. It is not too exciting rolling for each hit and damage. Treat it similar to taking 10 for skills. If there are villains around, let them bash it open, but give the bad guys ample time to prepare. They should be perfectly set up for an ambush, and the spellcasters should be buffed and ready to go. Don't forget to roll for random encounters, too. This action makes lots of noise. My fighter-types always try to break down doors first. But sometimes you got no choice.
 

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