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Energy damage on Trip touch attack?

ThirdWizard said:
I'm not talking about a thoqua. I'm talking about this quote:



Which uses the exact same "on a successful hit" wording as the energy weapons.

Therefore, if you are using "on a successful hit" to make energy damage apply on a successful trip attack, then you have to have normal weapon damage apply since it uses identical wording.

It would seem that the base rules dont care about the mode with which you hit. It would appear to be up to the type of attack you are making what qualifies as a successful attack.

Take a normal weapon and attack with it. Normally you need to make a successful attack against the full AC. However, if you make it a brilliant energy weapon you get to ignore some of the armor, does this mean that it no longer gets the energy damage? Or you could use deep impact and make it a touch attack, does it no longer get the energy damage?

I think that it is worded as it is so that it can be worked in any way that the rules come up with. Successful hit is just that, a successful hit. You only need to know what it takes for the attack you are making to be successful. Is it against the normal AC? touch AC? something else? Figure that out and you will know if it is successful or not, and if it is successful then everything which happens for a successful hit will also happen.
 

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ThirdWizard said:
I'm not talking about a thoqua. I'm talking about this quote:



Which uses the exact same "on a successful hit" wording as the energy weapons.

Therefore, if you are using "on a successful hit" to make energy damage apply on a successful trip attack, then you have to have normal weapon damage apply since it uses identical wording.

My mistake - I thought the topic had shifted to Thoqua comparisons.

And, no, you don't have to. It's perfectly reasonable to conclude that normal damage does not occur on a trip because you are not hitting in a normal way, and yet still allow energy damage. Or, to put in another way, that the normal damage has been superceded by the opposed roll for tripping. The rules don't actually say, the latter, and it may be a stretch to infer that, but not too much of one, really.

The trick is to not think of the rules as being as precise as you'd like them to be, because, well, they are NOT.
 
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Artoomis said:
My mistake - I thought the topic had shifted to Thoqua comparisons.

And, no, you don't have to. It's perfectly reasonable to conclude that normal damage does not occur on a trip because you are not hitting in a normal way, and yet still allow energy damage. Or, to put in another way, that the normal damage has been superceded by the opposed roll for tripping. The rules don't actually say, the latter, and it may be a stretch to infer that, but not too much of one, really.

The trick is to not think of the rules as being as precise as you'd like them to be, because, well, they are NOT.

Hmm so sometimes when it says "on a successful hit" it means on any successful hit, and sometimes when it says "on a successful hit" it doesn't mean on any successful hit, even though they use the exact same wording. I can't agree with that. It doesn't even logically make sense. How about if I interpriet it so that the energy damage is gone and the weapon damage is taken? That's just as valid as what you're saying.
 





Good to see things haven't slowed down in my absence!


Can you see that, by using the text under Weapons, and noting that the damage is because it's a weapon, I'm using the exact argument you're using for Flaming? Trip prevents the normal comparison of attack roll to AC yielding damage, but if it does not ignore the Flaming 'successful hit' language, how can it ignore the Weapons 'successful hit' language?

I never said that it didn't use identical language.

I'm asserting that resolving each attack depends upon a heirarchy of rules.

Trip, Grapple, etc, are all listed in a section called Special Attacks. Each particular subsection tells you whether or not an attack of this kind does damage, what the conditions are for doing damage, etc.

The rules for Magical enhancements do much the same in their own section- defining wether or not an enhancement activates or not, and what the effect of that enchantment does.

The problem is, the rules for special attacks and the rules for magical weapon enhancements are co-equal in the heirarchy, and there are no rules for giving precedence of one rules subset over the other, so one does not take precedence over the other.

Look at it like the military: You have your Commander in Chief, then you have a bunch of Generals, then Colonels, Liutenant Colonels, etc. If a General gives an order to a Liutenant Colonel under his direct command, that order is meant to be followed. If he gives the order to a Liutenant Colonel outside his direct command, that order is expected to be followed, but it may not be if it conflicts with the Lt. Colonel's orders from his direct superior. Orders between co-equals have virtually no force. At every level in the heirarchy, there is a bifurcation of chain of command.

Here, you have the general combat rule: Melee attacks do damage on a successful hit. Under that, you have 2 seperate rules sections, those dealing with special attacks, and those dealing with magic weapons. They are co-equal because they overlap and are not mutually exclusive- you can do special attacks with magical or non-magical weapons, and none of the DMG magical enchantments inherently affect special attacks. They are parallel because in one case it is the weapon doing (or not doing) the damage, in the other case, its the enchantments doing (or not doing) the damage.

In other words, while the Trip or Grapple section tells you what damage the weapon does and when, it tells you nothing about what magical enhancements do in that situation. And the Magic weapon sections tell you what the enchantments do and when, but not a word about special attacks (unless its something like a Sundering power that does both).

So, when the rules trigger at the same instant- here, the moment of the successful hit by a magic weapon during a trip special attack- you have 2 different operations going on: resolving weapon damage and resolving the effects of the magical weapon enhancement.

The result of which depends upon how YOU the DM decide to rule on how those effects are resolved: in parallel or in series, and there are no RAW rules section to decide this.

In my campaigns, they are done in parallel, not in series. Thus, IMC, at the moment of the successful hit by a magic weapon during a trip special attack, one operation dictates that the special trip attack does no weapon damage, while the other operation dictates that the magical enchantments triggers.
 
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Dannyalcatraz said:
Trip, Grapple, etc, are all listed in a section called Special Attacks. Each particular subsection tells you whether or not an attack of this kind does damage, what the conditions are for doing damage, etc.

And Trip does not specify damage, hence, it does not do so. And Energy Weapons do not state on a successful touch, so they do not do so.

Why do you so adamantly want to find a way to break these rules?
 

Dannyalcatraz said:
The problem is, the rules for special attacks and the rules for magical weapon enhancements are co-equal in the heirarchy, and there are no rules for giving precedence of one rules subset over the other, so one does not take precedence over the other.

...

I don't want to be rude, Danny, but I see no way in which any of this bit you wrote has anything to do with the arguement at hand.

On a successful hit, a weapon deals damage according to its type and size. On a successful hit, a weapon deals damage according to its special energy properties (if applicable). If a weapon deals energy damage because it has dealt a successful hit, it must also deal its normal weapon damage. Unless you are going to contend that a trip deals full weapon damage, you cannot argue that a trip deals energy damage. "Heirarchy" has nothing to do with it, nor does whether things are resolved in "parallel" or in "series".

:) :) :) (Smilies to keep things friendly.)
 

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