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Psion power balance questions
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<blockquote data-quote="KarinsDad" data-source="post: 2718500" data-attributes="member: 2011"><p>It's DM dependent.</p><p></p><p>PHB page 144</p><p></p><p>"In general, speaking is a free action that you can perform even when it isn’t your turn. <strong>Some DMs may rule that a character can only speak on his turn</strong>, or that a character cannot speak when flatfooted (and thus can't warn allies of a surprise threat until he has a chance to act). Speaking more than few sentences is generally beyond the limit of a free action; to communicate more information than that, your DM may require that you to take a move action or even a full-round action."</p><p></p><p>This is what I do in my game. The reason I do it is because I do not want instantaneous knowledge across the map.</p><p></p><p>For example, if one PC makes a Spellcraft roll to know what a spell is, s/he cannot communicate that until his/her next turn. This prevents other characters from acting on that knowledge when their next turn comes up (in the case where the secondary characters have an init before the one who made the Spellcraft roll).</p><p></p><p>I just like the sense of "realism" with this rule as opposed to everyone being all knowledgeable all of the time.</p></blockquote><p></p>
[QUOTE="KarinsDad, post: 2718500, member: 2011"] It's DM dependent. PHB page 144 "In general, speaking is a free action that you can perform even when it isn’t your turn. [b]Some DMs may rule that a character can only speak on his turn[/b], or that a character cannot speak when flatfooted (and thus can't warn allies of a surprise threat until he has a chance to act). Speaking more than few sentences is generally beyond the limit of a free action; to communicate more information than that, your DM may require that you to take a move action or even a full-round action." This is what I do in my game. The reason I do it is because I do not want instantaneous knowledge across the map. For example, if one PC makes a Spellcraft roll to know what a spell is, s/he cannot communicate that until his/her next turn. This prevents other characters from acting on that knowledge when their next turn comes up (in the case where the secondary characters have an init before the one who made the Spellcraft roll). I just like the sense of "realism" with this rule as opposed to everyone being all knowledgeable all of the time. [/QUOTE]
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