Problem Rules - Help me out with this list of debatable rules.

Errant said:
I've got one (& I know it has been debated way back on Eric's boards):

Can you use a "non-trip" weapon to initiate a trip attack?

"Trip weapons" generally say specifically that you may drop them to avoid a counter-trip or you receive some other specific bonus, does this mean you can use a non-trip weapon with all your normal bonuses (to make the initial melee touch attack/without getting any special trip bonuses or being able to avoid the counter-trip by dropping your weapon)?

Apologies if this has already been mentioned.

You can always make a trip attack no matter what weapon you are carrying, or even if you aren't carry a weapon at all. You simply follow the normal tripping rules. Trip weapons were designed with tripping in mind, hence they have added benefits.
 

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Errant said:
I've got one (& I know it has been debated way back on Eric's boards):

Can you use a "non-trip" weapon to initiate a trip attack?

"Trip weapons" generally say specifically that you may drop them to avoid a counter-trip or you receive some other specific bonus, does this mean you can use a non-trip weapon with all your normal bonuses (to make the initial melee touch attack/without getting any special trip bonuses or being able to avoid the counter-trip by dropping your weapon)?

Apologies if this has already been mentioned.

Added. Thanks.
 

Lord Pendragon said:


Has this issue been debated? I thought Spring Attack was pretty clear. Then again, if there's one thing I've learned on these boards, it's that nothing is as clear as I think it is. :D

SA says the square(hex) you attack from is not considered threatened. This should mean that spring attacjing someone with reach would still provoke an AoO. It also pretty much restricts you too a straight on attack and retreat. With the sage idiot ruling, it completely negates reach and you could concievably move thru all 8 threatened squares of a 5x5 critter without drawing an AoO. The feat goes from good/cool to every fighter must have it.
 

I've got one that may be kind of obscure, but when you use the empower spell metamagic feat on a spell like Ray of Enfeeblement is the equation (1d6)*1.5+2/CL or is it (1d6+2/CL)*1.5? I know I've seen arguments going both ways.

*EDIT* I'm an idiot I forgot to include the whole part about the empower spell feat.
 
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I've got one that was debated briefly, but IMO was never answered definitively:

Is Enervation supposed to cause hit point loss? The spell says it inflicts negative levels, then lists specific effects of negative levels, and then how the spell differs from normal negative levels, neither part makes mention of the 5hp loss. I thought that it just got overlooked in the list of effects, but many seemed to feel that the spell should not cause the standard hp loss for a negative level.

And The Sage never replied to my e-mail. Good thing I wasn't holding my breath.;)
 

Artoomis said:
20. For a spell like Ray of Enfeeblement is the equation (1d6)*1.5+2/CL or is it (1d6+2/CL)*1.5?

Artoomis I'm an idiot and forgot to mention the whole empower spell feat part of the question, so could you correct this?
 

Couple of more questions about Empower:

  1. If you use Empower twice, do you have to apply each Empower separately and round at each step?

    For example if you cast a Double Empowered Cat's Grace and roll a result of 5, is the final value 10 (5 + 2.5 + 2.5) or 9 (5 + 2 + 2).

    Caliban has said he believes you round at each step, whereas I think it is more consistent and easier if you don't round until the end.
  2. If you Empower a spell like Shocking Grasp or Cure Light Wounds, do you multiple just the die value by 1.5 or the total (d8 + caster level) by 1.5?

    I think the consensus was that you don't get the caster level portion of a spell multiplied. I think the reason is that it is not part of the variable (random) result. Do put it another way, if you can't replace it with a strangely marked die it isn't a variable result.
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