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My player is squishing everything.
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<blockquote data-quote="irdeggman" data-source="post: 3997907" data-attributes="member: 16285"><p>Pg 94 Dimension Stride Boots.</p><p></p><p>{You can use charges to teleport - 1 for 20 ft, 3 for 40 ft and 5 for 60 ft}</p><p></p><p>That is the correct item is it not?</p><p> </p><p>Activation: - and standard (command)</p><p></p><p>The "-" applies to the competance bonus on jump checks which is a continuous effect and requires no activation.</p><p></p><p>To activate charges requires a command word (and thus a standard action).</p><p></p><p>Between this and the specification on only bringing objects up to your max load being clearly spelled out - I think you need to read the item description much more clearly before making rules governing them - especially for such uncommon items. </p><p></p><p></p><p></p><p>Well traps also have their own "initiative" roll, especially for attacking one and that helps in how things are done.</p><p></p><p></p><p></p><p>Which was th point I was trying to make - that movement is not simultaneous and all of your movement is resolved on your turn in the initiative round.</p><p></p><p></p><p></p><p>Not technically allowed - since "actions" as in move, standard, etc. do not exist outside of the combat round. That is the other thing that causes "problems" since technically everyone is flat footed until their turn in the initiative order.</p><p></p><p></p><p></p><p>Back to my point about traps having their own spot in the initiative order and being flat footed.</p><p></p><p>How can a character act if he is flat footed?</p><p></p><p>Trap went off in "surprise round" character missed his Spot check to notice it so was surprised.</p><p></p><p></p><p></p><p>It is not really deviating from "normal" since the normal you are infereing doesn't really "exist" per the RAW and is up to DM interpretation to apply in the first place - I am just trying to apply a consistancy across similar situations that allows for the way things work per the rules (like immediate actions).</p></blockquote><p></p>
[QUOTE="irdeggman, post: 3997907, member: 16285"] Pg 94 Dimension Stride Boots. {You can use charges to teleport - 1 for 20 ft, 3 for 40 ft and 5 for 60 ft} That is the correct item is it not? Activation: - and standard (command) The "-" applies to the competance bonus on jump checks which is a continuous effect and requires no activation. To activate charges requires a command word (and thus a standard action). Between this and the specification on only bringing objects up to your max load being clearly spelled out - I think you need to read the item description much more clearly before making rules governing them - especially for such uncommon items. Well traps also have their own "initiative" roll, especially for attacking one and that helps in how things are done. Which was th point I was trying to make - that movement is not simultaneous and all of your movement is resolved on your turn in the initiative round. Not technically allowed - since "actions" as in move, standard, etc. do not exist outside of the combat round. That is the other thing that causes "problems" since technically everyone is flat footed until their turn in the initiative order. Back to my point about traps having their own spot in the initiative order and being flat footed. How can a character act if he is flat footed? Trap went off in "surprise round" character missed his Spot check to notice it so was surprised. It is not really deviating from "normal" since the normal you are infereing doesn't really "exist" per the RAW and is up to DM interpretation to apply in the first place - I am just trying to apply a consistancy across similar situations that allows for the way things work per the rules (like immediate actions). [/QUOTE]
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