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<blockquote data-quote="StreamOfTheSky" data-source="post: 4891754" data-attributes="member: 35909"><p>Hi, Hawken. I'll just say I'm ok, how are you?</p><p></p><p>The thing with daze is that it really, really can't be like stunning. There's just so many heavily immune things NOT immune to it. Aside from the oozes, undead as well. I think daze was intended to be a very uncommon effect to be immune to. A lot of abilities that leave you inactive after using them -- the celerity spells, the clap of thunder feat (C.Arcane) use dazed as the inflicted condition on the user. I posit it's not simply "cannot act for a round" because they assumed most everyone would be subject to being dazed.</p><p></p><p>I guess you could get more detailed and make specific rulings like "ooze can't be dazed." But I find it better to let things I really can't comprehend too well, like oozes and dazing, to remain abstract and just go by the rules. Because it seems like a slippery slope to me. You start ruling this way, then the next time someone tries to grease an ooze, do you rule the ooze doesn't have to treat the ground as difficult terrain? Since going on "realism" and simulation, I don't see how a slippery floor would slow down an ooze.</p><p></p><p>I do think the fact that you'd expect to see dazed as as a listed immunity to make the difference between that and being tripped. Is there any monster listed as "cannot be made prone"? What can be affected by tripping seems much more in the realm of judgement call to me.</p><p></p><p>As for monk, I don't really know Decisive Srike that well. But barring very specific text to the contrary, I'd expect an attack doing 2x damage to work the same as a crit, lance charge, or a spear set against a charge.</p><p></p><p>As for alignments...monk attacks eventually gain the lawful descriptor. In C.Champion, you can trade ki strike (magic), which the designers realized was useless, with holy strike, for +1d6 damage and good alignment on unarmed attacks. Or evil, if you're evil. As for the AoOs...good ofr him, investing all those feats to make combat reflexes worth taking. I don't see why it's broken. He gets a trip if they miss, and an attack if they hit. He covered his bases. Don't see how he's broken anything, though. He should not get to attack and use improved trip on a defensive throw. Only with Karmic Strike, or whenever he can make an actual attack, and not limited to a trip. He does still get the +4 trip bonus from the feat, though.</p><p></p><p>Wings of Flurry...is crazy powerful. It has no listed dice cap, iirc. I capped it at 10, like a normal area spell of level 4. it's still an area force effect that can be made to not hit allies, very good spell. Do note the radius is around the sorcerer, which means to use it well, you have to expose yourself quite a bit to danger.</p><p>You didn't mention it, but it's from the same book. Tell your DM to ban or nerf Wings of Cover. Do NOT let the sorcerer get that spell as written!</p><p></p><p>Here's how I nerfed it, if you want to present him with an idea of how to do so:</p><p></p><p>"Wings of Cover grants a +8 cover bonus to AC and +4 cover bonus to reflex saves against one attack. Any targeted or area attack/spell/ability that does not need to hit AC or give a reflex save instead has a 50% chance of being stopped by the wings blocking line of sight and effect. Any ability that does not require line of sight/effect to function is unaffected by the use of this spell."</p><p></p><p>I wrote it up kind of fast, it might not be perfect legally (are there any abilities that don't need line of sight/effect the defender would care to prevent?), but it's certainly better than the RAW version: Immediate action to completely block line of effect, making basically any attack or targeted spell fail automatically. At spell level 2!</p></blockquote><p></p>
[QUOTE="StreamOfTheSky, post: 4891754, member: 35909"] Hi, Hawken. I'll just say I'm ok, how are you? The thing with daze is that it really, really can't be like stunning. There's just so many heavily immune things NOT immune to it. Aside from the oozes, undead as well. I think daze was intended to be a very uncommon effect to be immune to. A lot of abilities that leave you inactive after using them -- the celerity spells, the clap of thunder feat (C.Arcane) use dazed as the inflicted condition on the user. I posit it's not simply "cannot act for a round" because they assumed most everyone would be subject to being dazed. I guess you could get more detailed and make specific rulings like "ooze can't be dazed." But I find it better to let things I really can't comprehend too well, like oozes and dazing, to remain abstract and just go by the rules. Because it seems like a slippery slope to me. You start ruling this way, then the next time someone tries to grease an ooze, do you rule the ooze doesn't have to treat the ground as difficult terrain? Since going on "realism" and simulation, I don't see how a slippery floor would slow down an ooze. I do think the fact that you'd expect to see dazed as as a listed immunity to make the difference between that and being tripped. Is there any monster listed as "cannot be made prone"? What can be affected by tripping seems much more in the realm of judgement call to me. As for monk, I don't really know Decisive Srike that well. But barring very specific text to the contrary, I'd expect an attack doing 2x damage to work the same as a crit, lance charge, or a spear set against a charge. As for alignments...monk attacks eventually gain the lawful descriptor. In C.Champion, you can trade ki strike (magic), which the designers realized was useless, with holy strike, for +1d6 damage and good alignment on unarmed attacks. Or evil, if you're evil. As for the AoOs...good ofr him, investing all those feats to make combat reflexes worth taking. I don't see why it's broken. He gets a trip if they miss, and an attack if they hit. He covered his bases. Don't see how he's broken anything, though. He should not get to attack and use improved trip on a defensive throw. Only with Karmic Strike, or whenever he can make an actual attack, and not limited to a trip. He does still get the +4 trip bonus from the feat, though. Wings of Flurry...is crazy powerful. It has no listed dice cap, iirc. I capped it at 10, like a normal area spell of level 4. it's still an area force effect that can be made to not hit allies, very good spell. Do note the radius is around the sorcerer, which means to use it well, you have to expose yourself quite a bit to danger. You didn't mention it, but it's from the same book. Tell your DM to ban or nerf Wings of Cover. Do NOT let the sorcerer get that spell as written! Here's how I nerfed it, if you want to present him with an idea of how to do so: "Wings of Cover grants a +8 cover bonus to AC and +4 cover bonus to reflex saves against one attack. Any targeted or area attack/spell/ability that does not need to hit AC or give a reflex save instead has a 50% chance of being stopped by the wings blocking line of sight and effect. Any ability that does not require line of sight/effect to function is unaffected by the use of this spell." I wrote it up kind of fast, it might not be perfect legally (are there any abilities that don't need line of sight/effect the defender would care to prevent?), but it's certainly better than the RAW version: Immediate action to completely block line of effect, making basically any attack or targeted spell fail automatically. At spell level 2! [/QUOTE]
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