Game of Death continuation thread 1

Hi all.

Not that it has anything to do with me, and not that I'd be trying to ruin your game, I just thought I'd post the stats for the Horn of Blasting that was discussed about.

From the SRD
Horn of Blasting: This horn appears to be a normal trumpet. It can be sounded as a normal horn, but if the command word is spoken and the instrument is then played, it has the following effects, both of which happen at once:

A 100-foot cone of sound issues forth from the horn. All within this area must make a Fortitude saving throw (DC 16). Those who succeed are stunned for 1 round and deafened for 2 rounds. Those failing the saving throw take 1d10 points of damage, are stunned for 2 rounds, and are deafened for 4 rounds.

An ultrasonic wave 1 foot wide and 100 feet long issues from the horn. The wave weakens such materials as metal, stone, and wood. This effect deals 1d10 points of damage to objects within the area, ignoring their hardness.

If a horn of blasting is used magically more than once in a given day, there is a 10% cumulative chance with each extra use that it explodes and deals 5d10 points of damage to the person sounding it.

Caster Level: 7th; Prerequisites: Craft Wondrous Item, shout; Market Price: 12,000 gp; Weight: 1 lb.

seasong's ruling about AMF seems to me to be a good and balanced one. Ditto SR. Spell Immunity even that. It still seems underpriced. IS there anything that grants immunity to "stun", apart from that Sohei ability (I can't remember what it is called)?

Strange that Sonic Resistance is of no use whatsoever...

The map has certainly altered in just one round!
 

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Re: Horn of Blasting & AMF Radius: I consider these topics closed now ;).

However, I do have a ruling I'm not so sure on, and I thought I would solicit some feedback. I've already rule-0'd it for purposes of round 1, but I wanted to 'fess up and make sure I get it right next time.

Here's the situation: You make a double move in a charge. You use your one charge attack to grapple (for the moment, we'll ignore complications like getting multiple attacks in a charge).

Charge stops movement when you arrive at the person. A successful grapple requires you to move into the target's square, but does not provide the movement to do so (you have to use your normal movement to maintain the grapple).

My questions:

1) Should the attacker be allowed a 5 ft step into the target's square?

2) Or alternately, should the attacker be allowed to maintain the grapple, even though he didn't move into the target's square?

I'm going to go with at least one of these two options. I don't like the fact that the rules, as written, prevent charging grapples (which, considering that you can do a charging trip, doesn't make much sense).

I'm inclined to the second option, because I do grappling as a hobby, and I've done a lot of grappling in separate squares. But D&D's not about realism, so I'd like to hear some preferences and arguments for either side you like better. And if you have arguments that BOTH options should be used, I'll listen to that too :).

Like I said, I already rule-0'd it for round 1, as I don't want to mess with round 1 until I grow old ;). But I want to make sure I've got a good ruling for the future.
 

that made my head hurt, but then again, most rules discussions do. I don't care one way or the other, they both seem fine to me.

logically, it seems like you should be able to charge, then grapple (it's called tackling! happens farily often)
 
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I'm up fpr which ever way you want to play it Seasong, but thank you for putting it up to disscussion.

Also - my round 2 was sent just moments ago. :cool: Took me longer than I expected to find my next hiding spot. :D

JDragon

-1 points and counting
 


Saepiroth said:
I would think you'd have to end your move in your target's square to do a charging grapple, with all the troubles for you that that involves.
The problem is that strictly by the rules, a charge ends when you are adjacent to the target. Or are you suggesting that I allow ending a move in the target's square?

In order to have a sensible rule for a charging grapple, I will have to change the rule in some fashion - I'm just asking in what way would be best.
 

clockworkjoe said:
But wouldn't that be negated if the target made an AoO on the charger since any grappling attempt is stopped by a successful AoO?
I'm asking about a generic situation wherein that did not occur.

However, to answer your question:

"A character provokes an attack of opportunity from the target the character is trying to grapple. If the attack of opportunity deals the character damage, the character fails to start the grapple. "

This applies only to the AoO that comes from initiating a grapple. Improved grab and similar things prevent this. An AoO brought about by the charge does not stop the charge, and it does not prevent an attempt at the end of the charge to grapple.
 

No matter. However, I would find grappling to be distinct from improved grab (the creature ability). With improved grab, I believe the creature can pull the target into his own space. That would also be a good rule for a larger vs. smaller grappler, but in rd. 1 they were both large anyways.
 

Hello again.

I'd rule, that a "charge to grapple" ends in the square of the opponent, IF the AoO was unsuccessful, and the grapple was successfully made.

If the AoO was successful, or the grapple failed, then I'd have the grappler adjacent.

*see below*
 
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