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Precision damage such as SA and penalties
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<blockquote data-quote="Jimlock" data-source="post: 5605032" data-attributes="member: 6674931"><p>Ok... after 3 posts, i think we understand how you dislike Rules Compendium, not how the rules works as far as SA is concerned though.</p><p></p><p>So I assume... that you are also implying that the core books and all the supplements after them had it all "explicitly" covered down to the last detail, until the Rules Compendium come out to mess it all up?....</p><p></p><p>Not how it worked out for me, and not how it worked out for all the gamers I know that got to read RC.</p><p></p><p>IMO, after a lot of crappy books that came out in-between the core books and the RC (the last supplement for 3.5 I think), RC was perhaps one of the most useful ones. After the 3.5 revision, the Errata and the Q&A, finally the got a book out that "at least" tries to clarify all the preceding mess. Don't get me wrong, it's not like RC answers everything, far from it... yet it's a book that provides a lot of clarifications and brings together a lot of rules scattered around in various supplements, rules that SHOULD have been in a rules books in the first place!</p><p></p><p></p><p>Now let's see what SRD says about sneak attack, and what RC says as well:</p><p></p><p><span style="color: Olive"><u><strong>SRD</strong></u>:</span></p><p><span style="color: Olive">Sneak Attack</span></p><p><span style="color: Olive">If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.</span></p><p><span style="color: Olive"></span></p><p><span style="color: Olive">The rogue’s attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied.</span></p><p><span style="color: Olive"></span></p><p><span style="color: Olive">Ranged attacks can count as sneak attacks only if the target is within 30 feet.</span></p><p><span style="color: Olive"></span></p><p><span style="color: Olive">With a sap (blackjack) or an unarmed strike, a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty.</span></p><p><span style="color: Olive"></span></p><p><span style="color: Olive">A rogue can sneak attack only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.</span></p><p></p><p>And now from the "evil" book...</p><p></p><p></p><p><span style="color: Olive"><u><strong>RC:</strong></u></span></p><p><span style="color: Olive">PRECISION DAMAGE</span></p><p><span style="color: Olive">A number of abilities in the game allow a creature to deal extra damage by striking a vital area. This category of abilities includes sneak attack and other abilities that work like it, such as aninja’ssudden strike (Complete Adventurer 8) and scout’s skirmish (Complete Adventurer 12). For the sake of simplicity, the extra damage such abilities deal is referred to as precision damage. Several factors are important to keep in mind regarding this sort of damage.</span></p><p><span style="color: Olive"></span></p><p><span style="color: Olive"><span style="color: White">So far so good...</span></span></p><p><span style="color: Olive"></span></p><p><span style="color: Olive">• Precision damage applies on any attack that meets the requirements of the ability that grants the damage. This includes multiple attacks made during a full attack. If conditions somehow change between multiple attacks, attacks that not longer meet the ability’s requirements can’t deal precision damage.</span></p><p><span style="color: Olive"></span></p><p><span style="color: Olive"><span style="color: White">I remember a lot of confusion on whether a sneak attack can/should be applied on all attacks during a full round action. Some were saying it's too broken, some were saying that it's clear by SRD, some were saying that SRD does not specify what happens in case of a full round action... until it was answered in Q&A. Now I'm sure that there are still a lot of people that haven't read Q&A or RC, that are still uncertain on how to rule this...</span></span></p><p><span style="color: Olive"><span style="color: White"></span></span></p><p><span style="color: Olive"><span style="color: White">Sure... SRD covers this, but it's not like SRD is screaming it out loud. I think it's ok to find this written down in a rules book...</span></span></p><p><span style="color: Olive"></span></p><p><span style="color: Olive">• An attacker can deal precision damage with any weapon he can wield, but he must wield that weapon in the optimal way. If an attacker takes the –4 penalty to deal nonlethal damage with a lethal weapon, for example, no precision damage is possible.</span></p><p><span style="color: Olive"></span></p><p><span style="color: Olive"><span style="color: White">What is the problem with that? I don't see how this can create a confusion in respect to TWF... Especially after reading the last • (see below, the last paragraph in green). </span></span></p><p><span style="color: Olive"><span style="color: White">Moreover in the same book, p148:</span></span></p><p><span style="color: Olive"><span style="color: White"></span></span></p><p><span style="color: Olive"><span style="color: White"></span></span></p><p><span style="color: Olive"></span></p><p><span style="color: Olive">• Ranged attacks can deal precision damage only if the range is 30 feet or less.</span></p><p><span style="color: Olive"></span></p><p><span style="color: Olive"><span style="color: White">ok...the same, simple SRD stuff...</span></span></p><p><span style="color: Olive"></span></p><p><span style="color: Olive">• Precision damage applies only against living creatures that have discernible anatomies. Undead, constructs, deathless, oozes, plants, and incorporeal creatures are not subject to precision damage, and creatures that are not subject to critical hits are not subject to precision damage.</span></p><p><span style="color: Olive"></span></p><p><span style="color: Olive"><span style="color: White">yep... pretty clear too... nothing changed from SRD...</span></span></p><p><span style="color: Olive"></span></p><p><span style="color: Olive">• To deal precision damage, the attacker must see (or otherwise sense) the target accurately enough to pick out a vital spot. Any degree of concealment foils the ability to deal precision damage.</span></p><p><span style="color: Olive"></span></p><p><span style="color: Olive"><span style="color: White">I don't think it's such a crime to specify the "Any degree of concealment".</span></span></p><p><span style="color: Olive"><span style="color: White">Again, the SRD covers this adequately, yet some people tend to forget how SA is not possible under shadowy Illumination (20% Concealment). I don't think this is such an "evil" overstatement.</span></span></p><p><span style="color: Olive"><span style="color: White"></span></span></p><p><span style="color: Olive">• To deal precision damage, an attacker must be able to reach the target’s vital spots. If the attacker can’t do so, he can’t deal precision damage. If the bonus damage from a precision damage ability is expressed as extra dice of damage, the damage from those dice is never multiplied when the attack receives a damage multiplier (such as from a critical hit).</span></p><p><span style="color: Olive"></span></p><p><span style="color: Olive"><span style="color: White">Hmmm let's see... a character gets the Craven feat:</span></span></p><p><span style="color: Olive"><span style="color: White"></span></span></p><p><span style="color: Olive"><span style="color: White"></span></span></p><p><span style="color: Olive"><span style="color: White"></span></span></p><p><span style="color: Olive"><span style="color: White">So what happens with a crit now? According to SRD: <em>"Should the rogue score a critical hit with a sneak attack, <u>this</u> extra damage is not multiplied."</em></span></span></p><p><span style="color: Olive"><span style="color: White"></span></span></p><p><span style="color: Olive"><span style="color: White">Some will argue that the damage from the craven feat is different because SRD says that THIS (extra die damage) is no multiplied, while the damage from the feat is different... Some will argue that a sneak attack is a sneak attack and all damage deriving from SA should be treated the same way...</span></span></p><p><span style="color: Olive"><span style="color: White"></span></span></p><p><span style="color: Olive"><span style="color: White">Well, with RC's <em>"...is expressed as extra dice of damage..."</em>, it is now clear that the extra damage from Craven is indeed multiplied.</span></span></p><p><span style="color: Olive"><span style="color: White">That's a nice clarification to have, and I don't see anything "open to interpretation"...</span></span></p><p><span style="color: Olive"></span></p><p><span style="color: Olive"></span></p><p><span style="color: Olive">• A form of attack that enables an attacker to make multiple attacks during an action</span></p><p><span style="color: Olive">other than a full-round action, such as the Many-shot feat (standard action) or a quickened scorching ray (swift ac-</span></p><p><span style="color: Olive">tion), allows precision damage to be applied only to the first attack in the group.</span></p><p></p><p>Now this rule was introduced in Complete Arcane (as far as spells go), and perhaps some other supplement as far as "standard actions & SA" are concerned...or perhaps it was never spelled out (don't remember)... leading to even greater confusion when one brought up the rule from Complete Arcane... </p><p></p><p>It's nice to have this rule in a rules book, and not in some other supplement...</p><p></p><p></p><p>Now,something else, not DIRECTLY related to SA, but strongly related to it nonetheless is the condition of being "hidden"...</p><p></p><p>SRD fails to specify the condition of a hidden person in respect to those this person is hidden from! Quite preposterous if you think of it!</p><p></p><p>I mean from the 2000 3rd edition (and while this was asked in the 3.0 Q&A) up until the 2007 RC, the "hidden" condition was never specified in the rule books! </p><p></p><p>People, were "assuming" that the hidden person is treated as invisible, but it was never clear...</p><p></p><p>After 7 years, RC FINALLY states that a hidden person is treated as "invisible" in respect to those who fail to see him, and it also incorporates the various "extras" from Complete Adventurer such as <u>Blend into a Crowd, Move between Cover, Sneak up from Hiding</u>.</p><p></p><p>If I took the time, I assure you, that I would have come up with dozens of clarifications RC provides.</p><p></p><p>When WotC brought forth Expanded Psionics Handbook, Magic of Incarnum, Tome Of Magic, Tome of Battle... books that introduce new rules <u><strong>SYSTEMS</strong></u> in a game that is already encumbered by rules, when they brought forth other ineffectual books just for the money, i don't think that we can be angry about a book that manages to clarify a good number of fuzzy core rules, as well as for putting together various rules scattered all over the various supplements.</p><p></p><p>And since:</p><p></p><p></p><p></p><p>...may I suggest that you first, at least, leaf through a book before coming out so strong about it?</p></blockquote><p></p>
[QUOTE="Jimlock, post: 5605032, member: 6674931"] Ok... after 3 posts, i think we understand how you dislike Rules Compendium, not how the rules works as far as SA is concerned though. So I assume... that you are also implying that the core books and all the supplements after them had it all "explicitly" covered down to the last detail, until the Rules Compendium come out to mess it all up?.... Not how it worked out for me, and not how it worked out for all the gamers I know that got to read RC. IMO, after a lot of crappy books that came out in-between the core books and the RC (the last supplement for 3.5 I think), RC was perhaps one of the most useful ones. After the 3.5 revision, the Errata and the Q&A, finally the got a book out that "at least" tries to clarify all the preceding mess. Don't get me wrong, it's not like RC answers everything, far from it... yet it's a book that provides a lot of clarifications and brings together a lot of rules scattered around in various supplements, rules that SHOULD have been in a rules books in the first place! Now let's see what SRD says about sneak attack, and what RC says as well: [COLOR="Olive"][U][B]SRD[/B][/U]: Sneak Attack If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. The rogue’s attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a sap (blackjack) or an unarmed strike, a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty. A rogue can sneak attack only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.[/COLOR] And now from the "evil" book... [COLOR="Olive"][U][B]RC:[/B][/U] PRECISION DAMAGE A number of abilities in the game allow a creature to deal extra damage by striking a vital area. This category of abilities includes sneak attack and other abilities that work like it, such as aninja’ssudden strike (Complete Adventurer 8) and scout’s skirmish (Complete Adventurer 12). For the sake of simplicity, the extra damage such abilities deal is referred to as precision damage. Several factors are important to keep in mind regarding this sort of damage. [COLOR="White"]So far so good...[/COLOR] • Precision damage applies on any attack that meets the requirements of the ability that grants the damage. This includes multiple attacks made during a full attack. If conditions somehow change between multiple attacks, attacks that not longer meet the ability’s requirements can’t deal precision damage. [COLOR="White"]I remember a lot of confusion on whether a sneak attack can/should be applied on all attacks during a full round action. Some were saying it's too broken, some were saying that it's clear by SRD, some were saying that SRD does not specify what happens in case of a full round action... until it was answered in Q&A. Now I'm sure that there are still a lot of people that haven't read Q&A or RC, that are still uncertain on how to rule this... Sure... SRD covers this, but it's not like SRD is screaming it out loud. I think it's ok to find this written down in a rules book...[/COLOR] • An attacker can deal precision damage with any weapon he can wield, but he must wield that weapon in the optimal way. If an attacker takes the –4 penalty to deal nonlethal damage with a lethal weapon, for example, no precision damage is possible. [COLOR="White"]What is the problem with that? I don't see how this can create a confusion in respect to TWF... Especially after reading the last • (see below, the last paragraph in green). Moreover in the same book, p148: [/COLOR] • Ranged attacks can deal precision damage only if the range is 30 feet or less. [COLOR="White"]ok...the same, simple SRD stuff...[/COLOR] • Precision damage applies only against living creatures that have discernible anatomies. Undead, constructs, deathless, oozes, plants, and incorporeal creatures are not subject to precision damage, and creatures that are not subject to critical hits are not subject to precision damage. [COLOR="White"]yep... pretty clear too... nothing changed from SRD...[/COLOR] • To deal precision damage, the attacker must see (or otherwise sense) the target accurately enough to pick out a vital spot. Any degree of concealment foils the ability to deal precision damage. [COLOR="White"]I don't think it's such a crime to specify the "Any degree of concealment". Again, the SRD covers this adequately, yet some people tend to forget how SA is not possible under shadowy Illumination (20% Concealment). I don't think this is such an "evil" overstatement. [/COLOR] • To deal precision damage, an attacker must be able to reach the target’s vital spots. If the attacker can’t do so, he can’t deal precision damage. If the bonus damage from a precision damage ability is expressed as extra dice of damage, the damage from those dice is never multiplied when the attack receives a damage multiplier (such as from a critical hit). [COLOR="White"]Hmmm let's see... a character gets the Craven feat: So what happens with a crit now? According to SRD: [I]"Should the rogue score a critical hit with a sneak attack, [U]this[/U] extra damage is not multiplied."[/I] Some will argue that the damage from the craven feat is different because SRD says that THIS (extra die damage) is no multiplied, while the damage from the feat is different... Some will argue that a sneak attack is a sneak attack and all damage deriving from SA should be treated the same way... Well, with RC's [I]"...is expressed as extra dice of damage..."[/I], it is now clear that the extra damage from Craven is indeed multiplied. That's a nice clarification to have, and I don't see anything "open to interpretation"...[/COLOR] • A form of attack that enables an attacker to make multiple attacks during an action other than a full-round action, such as the Many-shot feat (standard action) or a quickened scorching ray (swift ac- tion), allows precision damage to be applied only to the first attack in the group.[/COLOR] Now this rule was introduced in Complete Arcane (as far as spells go), and perhaps some other supplement as far as "standard actions & SA" are concerned...or perhaps it was never spelled out (don't remember)... leading to even greater confusion when one brought up the rule from Complete Arcane... It's nice to have this rule in a rules book, and not in some other supplement... Now,something else, not DIRECTLY related to SA, but strongly related to it nonetheless is the condition of being "hidden"... SRD fails to specify the condition of a hidden person in respect to those this person is hidden from! Quite preposterous if you think of it! I mean from the 2000 3rd edition (and while this was asked in the 3.0 Q&A) up until the 2007 RC, the "hidden" condition was never specified in the rule books! People, were "assuming" that the hidden person is treated as invisible, but it was never clear... After 7 years, RC FINALLY states that a hidden person is treated as "invisible" in respect to those who fail to see him, and it also incorporates the various "extras" from Complete Adventurer such as [U]Blend into a Crowd, Move between Cover, Sneak up from Hiding[/U]. If I took the time, I assure you, that I would have come up with dozens of clarifications RC provides. When WotC brought forth Expanded Psionics Handbook, Magic of Incarnum, Tome Of Magic, Tome of Battle... books that introduce new rules [U][B]SYSTEMS[/B][/U] in a game that is already encumbered by rules, when they brought forth other ineffectual books just for the money, i don't think that we can be angry about a book that manages to clarify a good number of fuzzy core rules, as well as for putting together various rules scattered all over the various supplements. And since: ...may I suggest that you first, at least, leaf through a book before coming out so strong about it? [/QUOTE]
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