Dandu
First Post
A javalin isn't necessarily a javalin.Since this seems like a good-natured thread, maybe it's not too provoking to point out that the javelin throw in D&D Olympics is a very curious event indeed. I'd like to see it.
A javalin isn't necessarily a javalin.Since this seems like a good-natured thread, maybe it's not too provoking to point out that the javelin throw in D&D Olympics is a very curious event indeed. I'd like to see it.
Vitality points are a measure of a character's ability to turn a direct hit into a graze or a glancing blow with no serious consequences. Like hit points in the standard D&D rules, vitality points go up with level, giving high-level characters more ability to shrug off attacks. Most types of damage reduce vitality points.
That's a valid explanation, though it's too much micromanagement for me. My all-purpose explanation, for hit points and anything else that apparently doesn't make sense in D&D, is "It's magic!"Hoever i think its more than physical/constitution-al hardness. I think there is experience involved somehow. Perhaps not in terms of actual agility... but some measure of knowledge on how to take a hit...
That's a valid explanation, though it's too much micromanagement for me. My all-purpose explanation, for hit points and anything else that apparently doesn't make sense in D&D, is "It's magic!"
It's simple, and it neatly explains even weird situations like "How can my character reliably and fall hundreds of feet?" and "How can my character survive total immersion in lava?"
I don't mean micromanagement of bank accounts or anything with numbers. I mean with all the elaborate ways of describing hit points and other weird D&D stuff, I can start to feel like it's work. Like it's creative micromanagement.Honestly... i don't understand where you see any "micromanagement" in this...
Its just a way of interpreting the numbers. There are no rules involved.
I don't mean micromanagement of bank accounts or anything with numbers. I mean with all the elaborate ways of describing hit points and other weird D&D stuff, I can start to feel like it's work. Like it's creative micromanagement.
All that creative justification for why my character can do crazy heroic stuff can be fun as an occasional mental exercise, but as a general rule I use the "It's magic" explanation for all the bizarre things that happen in D&D. Because honestly, D&D laughs at realism. And then takes its lunch money.
Smoke inhalation is similar. Though it's possible to stop the smoke inhalation, once it starts it's very hard to stop it. From the SRD:Drowning rules.
Have you ever noticed there's no way to stop drowning?
The problem? Once you fail a save, you are denied an action to move away from the smoke which forces you to have to make another save the next round (because you're still in the smoke) and now the save is +1 harder.Smoke Effects
A character who breathes heavy smoke must make a Fortitude save each round (DC 15, +1 per previous check) or spend that round choking and coughing. A character who chokes for 2 consecutive rounds takes 1d6 points of nonlethal damage.
Smoke inhalation is similar. Though it's possible to stop the smoke inhalation, once it starts it's very hard to stop it. From the SRD:
The problem? Once you fail a save, you are denied an action to move away from the smoke which forces you to have to make another save the next round (because you're still in the smoke) and now the save is +1 harder.
If you ever fail a saving throw while in smoke, odds are good it's a downward spiral that you cannot escape. Your character will be frozen in place, coughing, and failing more & more difficult saving throws each round.
That's "As a full-round action, you can move 5' regardless of encumbrance or difficult terrain."
If you don't have a full-round action to take ...