Irritating Munchkin tricks your Players try to argue.

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drnuncheon said:
If you look at the Jump skill description, you'll see that 'distance moved by jumping is counted against maximum movement in a round normally'. Sounds like a move to me.

[singsong]Somebody didn't read my po-ost![/singsong]

You'll note that I pointed out that a jump of less than 5', which would have sufficed in this case, wouldn't constitute a move action. You'll also note that I described several circumstances in which I'd allow a melee or a missile fighter to jump in the air and attack mid-jump without requiring a feat, circumstances in which requiring a feat would be ridiculous. You'll note that nowhere did I say I'd allow someone to jump 31' and get a full-attack.

At least, you'll note that if you go reread my post :).

Daniel
 

DocMoriartty said:
Yep, its total Dm meta-knowledge when the Drow Cleric acts to avoid a spell she watched cast by the sorcerer more than once only 5 minutes before.

Oh wait you didnt know tha tfact?

Oh you are right you didnt. So I guess your entire post is based on your assumptions as you talk out of you ass?

Yep, thought so.

since it appears that you only see the last paragraph of a post, i'll post this part first (as it's the least important):

so, did the Cleric had a "Discern Sorcerer" spell? how'd she know that it wasn't a wizard? how'd she know how many spells this caster had cast before? last i checked even high level wizards have a limited number of 1st level spells. so she saw the "Sorcerer" cast the one spell 5 mins earlier. how much does the 7th level Cleric have to fear from one burning hands spell? wouldn't a protectionfrom/endure elements be much more effective? and when did she have time to measure the height ofthe ceiling so that she could find this specific 18 foot spot? for that matter, are all ceilings in this dungeon/castle/cave system 18 feet tall? what an arbitrary number. whose idea was that?

why don't you just admit that you used meta-game knowledge against your players ... oh wait, i know why: because you keep acusing them of doing it and you think it's a bad thing. watch out for that stone casting clause, man.

now go back and read the rest of my post before you make some inane comment like: "So I guess your entire post is based ..." and so on.

Kamikaze Midget said:
... 2) Burning Hands can reach a total of 10 ft. from the caster themeslves (and cannot be extended to the caster's reach). Even a Giant casting Burning Hands can't start the spell at the end of his fingertips...the magical energy goes out 10 ft. from the point of origin (the caster) and stops. ...

true up to a point. and that point starts at the outside of the caster's 5ft square or cube in this case.

DocMoriartty said:
... But falling through the air from a job is a simple ballistic arc, the character cannot do anything to alter his path so no defensive casting. ...

this would be true is combat casting forced you to move out of the way. AoOs are provoked when you take your attention away from your enemy (read the first two paragraphs on pg 122 of the PHB. it says specifically that a player doesn't have to declare anything special for her character to be on the defensive). so, casting defensively simply allows you to cast while maintaining your combat awareness, thereby not allowing your enemy an opening by you glancing away.

and since you may not have noticed it, (it was said earlier in this post) you might wanna go back and read the rest of my other post that you seem to have missed. (i'm giving you the benefit of the doubt and assuming that you didn't simply choose to ignore it.)

~NegZ
 

I think the bottom line here is that the target was out of range, and the player in question has an irritating tendency to seek loopholes and metagame.

The problem is that no one wants to get caught agreeing with Doc "Savage" Moriartty. Poor Doc...I sense much anger in you.

...and I think it's funny! :p
 

Re: jumping too far?

Kahuna Burger said:

I would only allow 'overshooting' on a FAILED roll as a different flavor description of the failure. (ok or maybe if the character had put on a ring of jump and didn't know what it was yet or some similar "don't know my own strength" situation. but never for a normal character with his/her standard equiptment.)

Kahuna Burger

he he he - to take this ridiculousness to it's end..

By the very nature of human judgment on forces and distances it's very rare that anybody actually overshoots whilst jumping, it's much more common not to jump far enough...
 

Tom Cashel said:
I think the bottom line here is that the target was out of range, and the player in question has an irritating tendency to seek loopholes and metagame.

This hits the nail on the head. Again, if the DM says something is out of range, then it is out of range. As a player you either find another solution/spell or shut up - you don't try to weasel/bully your plan into working range by hairsplitting squares and feet and inches.

(And to repeat myself: Don't ask about distances, ask about ranges. Don't try to pull one over your DM by combining squares, feet and inches until he better let you decide how far away everything is, and how everybody acts.
 

Sorry, Doc, but I can't even agree with you on the invisible-kobold-opening-a-door thingamajigger. Somewhere in the DMG, it acknowledges that folks' actions in combat are theoretically happening simultaneously, but that they're resolved in turns to make it easy. It points out that sometimes, you'll want to fudge things to make them happen simultaneously: if a party of characters is chasing an enemy down a corridor, and then enemy knows to hop over the tripwire that activates a 10' pit, if you resolve things turn-by-turn, one character will fall in the pit while the other characters are 120' back down the corridor. You want to resolve this simultaneously: all PCs who are moving as a fast as the front-runner should fall prey to the trap.

Similarly, I'd rule that a kobold who goes invisible, runs over to a door, and opens it (at least a 2-round action, unless the door is 5' away, or unless the invisibility spell is quickened), can easily be hit by a wizard who's running after the kobold: the wizard's action is assumed to be happening simultaneously with the kobold's, and so he is running up as soon as he sees the door begin to move and casts burning hands at the area of the door as it opens completely.

The kobold, of course, may open the door and fall flat (falling flat is, I believe, a free action), thereby avoiding the horizontal sheet of burning-hands flames. But I think this action, as described, is okay.

Generally, I let my players try things they want to try. It's easy for a DM to challenge players; I know as a player I enjoy the game a lot more when I get to try whatever unusual action I want, when the game is challenging by external threats rather than by unexpected internal limitations.

Daniel
 

I think that both Tom and Doc M need to work out their differences somewhere OTHER than these boards.

I'm closing this for a cooldown period. Let's give the topic a rest for a few days.

Be Well.
 


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