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Easy question, Coup de Grace & PA ??
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<blockquote data-quote="Camarath" data-source="post: 1473997" data-attributes="member: 11987"><p>The SRD may not use the word "attack" (though in a Coup de Grace action you "hit" which means as per the Glossery "Make a successful attack roll") but the FAQ does.</p><p></p><p><strong>I understand that if an opponent is grappled and pinned</strong></p><p><strong>that opponent is not helpless and therefore not subject to a</strong></p><p><strong>coup de grace. But if that same opponent was rendered</strong></p><p><strong>unconscious, could you perform a coup de grace as an</strong></p><p><strong>unarmed attack? If so, what would the damage be?</strong></p><p>You are correct, pinned characters are not helpless and are</p><p>not subject to coup de grace. You can use an unarmed attack</p><p>for a coup de grace. The target has to save as noted on page 133</p><p>of the Player’s Handbook. <strong><em>Note that you can deal normal</em></strong></p><p><strong><em>damage with an unarmed attack by taking a –4 penalty on the</em></strong></p><p><strong><em>attack. (You automatically hit when you deal the coup de grace,</em></strong></p><p><strong><em>so the penalty isn’t relevant.)</em></strong> If you choose to deal real</p><p>damage, you’ll eventually kill a helpless foe even if the foe</p><p>keeps making successful saving throws.</p><p></p><p><strong>Is a natural “20” always a hit and natural “1” always a</strong></p><p><strong>miss when using weapons? Is a natural “20” always a</strong></p><p><strong>success and natural “1” always a failure when rolling a</strong></p><p><strong>saving throw? Is a natural “20” always a success and</strong></p><p><strong>natural “1” always a failure when rolling an ability check</strong></p><p><strong>or a skill check?</strong></p><p>On an attack roll or a saving throw, a roll of “20” on the die</p><p>is always a success and a roll of “1” is always a failure. This</p><p>represents the inherently chancy nature of combat; it has</p><p>innumerable variables that are completely beyond the acting</p><p>character’s control. In the case of attack rolls, common sense</p><p>must prevail. A roll of “20” cannot produce a hit when a hit is</p><p>not possible. (For example: It won’t hit when a target is beyond</p><p>the attacker’s melee reach or beyond a ranged attack’s</p><p>maximum range.) Some circumstances always produce a hit or</p><p>a miss no matter what the attack roll is. For example, an attack</p><p>against a concealed target has a flat chance to produce an</p><p>automatic miss (see Table 8–10 in the Player’s Handbook), no</p><p>matter what the attack roll is. <strong><em>Likewise if you’re using the coup</em></strong></p><p><strong><em>de grace rule or take a full round to line up a melee attack on an</em></strong></p><p><strong><em>unattended object, you always hit.</em></strong></p><p>Saving throws are similar to attack rolls in that there’s</p><p>always a little something beyond the character’s control. Like</p><p>combat, there are cases where the roll is irrelevant, even if it’s a</p><p>“1” or “20.” Creatures that are immune to an attack never have</p><p>to roll saving throws against that attack. Likewise, if a spell or</p><p>attack form doesn’t allow a saving throw in the first place, you</p><p>can’t roll a saving throw and hope to get a “20.”</p><p>Skill checks are not subject to automatic success or failure.</p><p>Some tasks are just too easy for failure or too hard for success.</p><p>(Most people don’t fail once on every 20 attempts to tie their</p><p>shoes.) Ability checks are likewise not subject to automatic</p><p>failure or success. (No matter how lucky you are, you’re just</p><p>not going to kick down a castle wall.) If the DM feels that</p><p>chance might affect the outcome, a saving throw or attack roll</p><p>is probably more appropriate."</p><p></p><p>IMO you are the only one using that tactic here.</p></blockquote><p></p>
[QUOTE="Camarath, post: 1473997, member: 11987"] The SRD may not use the word "attack" (though in a Coup de Grace action you "hit" which means as per the Glossery "Make a successful attack roll") but the FAQ does. [b]I understand that if an opponent is grappled and pinned that opponent is not helpless and therefore not subject to a coup de grace. But if that same opponent was rendered unconscious, could you perform a coup de grace as an unarmed attack? If so, what would the damage be?[/b] You are correct, pinned characters are not helpless and are not subject to coup de grace. You can use an unarmed attack for a coup de grace. The target has to save as noted on page 133 of the Player’s Handbook. [b][i]Note that you can deal normal damage with an unarmed attack by taking a –4 penalty on the attack. (You automatically hit when you deal the coup de grace, so the penalty isn’t relevant.)[/i][/b] If you choose to deal real damage, you’ll eventually kill a helpless foe even if the foe keeps making successful saving throws. [b]Is a natural “20” always a hit and natural “1” always a miss when using weapons? Is a natural “20” always a success and natural “1” always a failure when rolling a saving throw? Is a natural “20” always a success and natural “1” always a failure when rolling an ability check or a skill check?[/b] On an attack roll or a saving throw, a roll of “20” on the die is always a success and a roll of “1” is always a failure. This represents the inherently chancy nature of combat; it has innumerable variables that are completely beyond the acting character’s control. In the case of attack rolls, common sense must prevail. A roll of “20” cannot produce a hit when a hit is not possible. (For example: It won’t hit when a target is beyond the attacker’s melee reach or beyond a ranged attack’s maximum range.) Some circumstances always produce a hit or a miss no matter what the attack roll is. For example, an attack against a concealed target has a flat chance to produce an automatic miss (see Table 8–10 in the Player’s Handbook), no matter what the attack roll is. [b][i]Likewise if you’re using the coup de grace rule or take a full round to line up a melee attack on an unattended object, you always hit.[/i][/b] Saving throws are similar to attack rolls in that there’s always a little something beyond the character’s control. Like combat, there are cases where the roll is irrelevant, even if it’s a “1” or “20.” Creatures that are immune to an attack never have to roll saving throws against that attack. Likewise, if a spell or attack form doesn’t allow a saving throw in the first place, you can’t roll a saving throw and hope to get a “20.” Skill checks are not subject to automatic success or failure. Some tasks are just too easy for failure or too hard for success. (Most people don’t fail once on every 20 attempts to tie their shoes.) Ability checks are likewise not subject to automatic failure or success. (No matter how lucky you are, you’re just not going to kick down a castle wall.) If the DM feels that chance might affect the outcome, a saving throw or attack roll is probably more appropriate." IMO you are the only one using that tactic here. [/QUOTE]
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