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General Tabletop Discussion
*Dungeons & Dragons
Parrying and Protecting versus spells and othe rstuff
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<blockquote data-quote="slobo777" data-source="post: 6017098" data-attributes="member: 6694877"><p>By my reading of Parry/Protect:</p><p></p><p>"When you are damaged by an attack while you are wielding a weapon or a shield, you can spend expertise dice to reduce the damage."</p><p></p><p>Damaging spells are not attacks by default (unlike, say 4E). Casting a spell is its own action type, and <em>not</em> an attack action.</p><p></p><p>However, some damaging spells are specifically "attacks", even sharing rule space with melee and ranged attack rules, that means in a direct reading of the rules, a fighter could reduce damage from:</p><p></p><p> * Armour piercing effect from e.g. Ogres and Minotaurs</p><p> * Inflict <Type> Wounds. Even on a miss.</p><p> * Melf's Acid arrow. Including on a miss, and potentially including the additional damage (though I'd probably rule against the latter, as although it was due to an attack, the extra damage was not <em>directly</em>caused by an attack).</p><p> * Radiant Lance.</p><p> * Ray of Enfeeblement</p><p> * Ray of Frost</p><p> * Searing Light</p><p> * Shocking Grasp</p><p> * Spiritual Hammer</p><p> * Vampiric Touch</p><p></p><p></p><p>Right / wrong? Intended as part of the game, or an oversight that will get tightened up (presumably when mosnters start making magical attacks or get Parry-like abilities). Any variation by spell ?</p></blockquote><p></p>
[QUOTE="slobo777, post: 6017098, member: 6694877"] By my reading of Parry/Protect: "When you are damaged by an attack while you are wielding a weapon or a shield, you can spend expertise dice to reduce the damage." Damaging spells are not attacks by default (unlike, say 4E). Casting a spell is its own action type, and [I]not[/I] an attack action. However, some damaging spells are specifically "attacks", even sharing rule space with melee and ranged attack rules, that means in a direct reading of the rules, a fighter could reduce damage from: * Armour piercing effect from e.g. Ogres and Minotaurs * Inflict <Type> Wounds. Even on a miss. * Melf's Acid arrow. Including on a miss, and potentially including the additional damage (though I'd probably rule against the latter, as although it was due to an attack, the extra damage was not [I]directly[/I]caused by an attack). * Radiant Lance. * Ray of Enfeeblement * Ray of Frost * Searing Light * Shocking Grasp * Spiritual Hammer * Vampiric Touch Right / wrong? Intended as part of the game, or an oversight that will get tightened up (presumably when mosnters start making magical attacks or get Parry-like abilities). Any variation by spell ? [/QUOTE]
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