Little Known Rules of D&D

Abjurations in close proximity for a day or more glow, becoming easier to find.

PHB p. 81 (in the Search skill description)

Active abjuration spells within 10 feet of each other for 24 hours
or more create barely visible energy fluctuations. These fluctuations
give you a +4 bonus on Search checks to locate such abjuration
spells.

--
gnfnrf
 

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Part (a). If you tie in a grapple check or trip, the higher modifier wins or you reroll if they are the same.

Part (b). You cannot tie in a disarm or sunder. You either beat the defender (i.e. higher) or you don't.
 

There's a few weird things with Space (same stuff in 3.0). An example would be splash weapons. If you hit a medium victim with a splash weapon, you would splash an additional 8 squares (those adjacent). If you took the same weapon and targeted a large victim, however, then you would splash an additional 12 squares.

Another one is that a large creature has Reach to two diagonal squares, not one or one and a half. It seems like 15ft, but it's better (apparently) to overcompensate than to shorten the Reach to 5ft (or 7½).
 

Aleolus said:
1: If you score a critical hit twice in sequence on any one given opponent, you automatically kill them.

It's "Variant: Instant Kill", and as I see it in 3.0 DMG p. 64, you really need to roll natural 20 --> natural 20 --> confrm a hit. "The instant kill only applies to natural 20s", not just a series of criticals.
 



Goldmoon said:
All summoned creatures from the summon monster spells speak at least one language, usually common.

That's understand, not speak... and you're overgeneralising.

The Lemure, for example, is mindless and cannot communicate.

-Hyp.
 


Here is one...
Jump skill said:
If your speed is less than 30 feet, you take a -6 penalty for every 10 feet of speed less than 30 feet. If your speed is greater than 30 feet, you gain a +4 bonus for every 10 feet beyond 30 feet.
 

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