DonAdam
Explorer
Say my rogue walks up to a naked minotaur armed with a spear. He uses Nimble Fingers. What can he do with the nimble fingers?
Make said minotaur very happy?
I couldn't pass that one up. It was dangling there.
Say my rogue walks up to a naked minotaur armed with a spear. He uses Nimble Fingers. What can he do with the nimble fingers?
Make said minotaur very happy?
I couldn't pass that one up. It was dangling there.
A sure sign of a weak argument. If it is "obvious," then it needn't be made explicitly, and by implication, anyone who disagrees must be stupid.Eldorin said:My argument is obvious.
Other than declaring this to be the case, do you have any text, in either the PHB, DMG, or Errata, to support this assertion? Reading, I don't find any.Eldorin said:Powers that let you make a skill check don't allow you to use the skill in some way that contradicts the normal usage of the skill unless they explicitly state otherwise.
Nothing on PHB 178-180 supports your argument.Eldorin said:The rules for how to use skills are laid out on page 180 under "skill descriptions"...
Again, nothing to support the principle you are arguing.Eldorin said:...and the errata stealth entry.
In this case, the specific text of Fleeting Ghost overrides the general case of the errata for Stealth.The Core Mechanic said:SPECIFIC BEATS GENERAL:
If a specific rule contradicts a general rule, the specific rule wins.
Argument by analogy is a classic logical fallacy. To say Nimble Fingers is "like" Fleeting Ghost, and therefore arguments made about Nimble Fingers apply to Fleeting Ghost is nothing more than flummery. The analogy is weak in any case. A Stealth check only ever accomplishes one thing, becoming or staying hidden, whereas Thievery checks may accomplish a variety of very distinct ends.Eldorin said:Here, let me give an example with a different power to let you see what's going on. My favorite power to bring up in these discussions, Nimble Fingers.
This is the correct argument to make, namely that the specifics of Fleeting Ghost override the general case of this clause, which upon reading, seems a very reasonable interpretation.Stealth Errata said:Keep Still: If you move more than 2 squares during an action, you must make a new Stealth check with a –5 penalty.
But Fleeting Ghost doesn't specify that it overrides the normal Stealth rules. It is silent on the point. Therefore, the reasonable interpretation is that it doesn't alter the normal Stealth rules beyond what is explicitly stated...so you still need superior cover or total concealment to become hidden.In this case, the specific text of Fleeting Ghost overrides the general case of the errata for Stealth.
My current interpretation is now that Fleeting Ghost grants a move action that is an exception to Keeping Still from the Stealth errata. My mistake was seeing it as an exception to Becoming Hidden, from the same errata.
Smeelbo
The effect of a successful Stealth check is that you become hidden, if you have something to hide behind. Fleeting Ghost just says you can make a Stealth check, it doesn't say, "make a Stealth check and become hidden regardless of cover or concealment."But that's not what Fleeting Ghost reads. It gives the rogue a new move action whose effect grants you a Stealth check without penalty for moving your full speed. The effect of a successful Stealth check is that you become hidden.