Petrosian said:To me "take no actions" is a rule specific term. Anything that is defined as an ACTION is out.
Saves, keeping dex to Ac or full Ac etc are not actions.
Deflecting arrows, assigning dodge bonus to AC, counterspelling, using items powers ARE actions.
Petrosian said:To me "take no actions" is a rule specific term. Anything that is defined as an ACTION is out.
Saves, keeping dex to Ac or full Ac etc are not actions.
Deflecting arrows, assigning dodge bonus to AC, counterspelling, using items powers ARE actions.
Petrosian said:Well when i run it, i dont allow the character to take any actions for one round, he skips his turn in the initiative order. I do NOT apply any of the following type of conditions as the spell does not state they occur: helpless, stunned, lose dex bonus, loss of ability to make reflex saves, held, etc etc etc. In other words, i give no bonus to attackers vs the character. I guess its treated by me kinda like a daze effect, unable to move or act but no penalties to defense.
None of my players or Dms have ever semed to have a question about that. maybe we are just wrong and we should stray from this understandable method and go to something between the "can deflect arrows" or all the way to "can do nothing" (even breathe? even think?) stances.
or then again, maybe we should rather open our own skulls with claw hammers.
Petrosian said:or then again, maybe we should rather open our own skulls with claw hammers.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.