Questions that came up in game.

Feather fall is actually unique for a few reasons. One ,as of the introduction of immediate actions, became that instead of a free action. It is "reactionary." Immediate actions in some cases can even occur so instantly, they negate the effect that triggered them! Example: Close wounds can be cast as an immediate action to heal someone for 1d4 +CL hp. If you cast it on a creature that gets dropped to the negatives (dying) or even -10 or lower (dead), it can heal the damage before it takes effect and prevent those conditions from happening! (It's explicitly stated in that spell's description)
That's true? Last time I checked, Close wounds does only help if you're NOT dropped dead below -10.

Which isn't actually a problem since you can already apply the healing before the enemy hits...
 

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Right. You specify your target and attack... if you have attacks left, specify new targets and roll the attack rolls.

Btw: Aeson, there was an old AD&D rule somewhere that all attacks have to be against one target... you're by far not the only one here that has ghosts of old rulesets haunting your game ;)
I knew it. If they weren't boxed up I was about start looking through them.
 
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If there's no round you can teleport when you want unless you're surprised, in this case there is a round and you fall as a partial action then you can act, like when a fight start.
Remember you can cast a spell and move your speed in a round, in half a round you can move only your speed, or cast a spell and take a 5' step, by the way when you fall and if there's a round you can only fall the distance you could have moved during the same time.
Don't know if I'm clear?
 

That's true? Last time I checked, Close wounds does only help if you're NOT dropped dead below -10.

Yes, it's given as an example: "It would keep alive someone who had just dropped to -10 hit points, for example, leaving the character at negative hit points but stable." From SpC, p. 48.

Note, it normally does a max of 9 points of healing (1d4+5), and thus could never take someone from -10 or lower to 0 or more hp. I'm sure the intent was that if it somehow healed more (like the soul of light spell, which adds +2 / spell level to any healing spell you cast), it could prop someone at -10 right back into the positives.
 

If the distance is great enough (actual: 672 feet in 6 seconds, my game: 500 feet), then teleport should be able to be used. Even if it is not your turn (a round lasts 6 seconds and you get a turn in each round if you are not surprised, you don't necessarily use up all six seconds on your turn); teleport or even dimension door could be used. For falls less than 500 feet; I'd let the teleport go off if the distance is at least 125 feet (1/4 of round) as IMO teleport is supposed to be a quick-save-my-a$$-spell as much as a travel-around-the-world-spell. Does this make the spell a swift action? Not really, just useful in some falls.

A standard action can occur in less than a round, so less than 6 seconds. How much less is up to individual DMs.

Ciao,
Dave
 

Consider that being moved by gravity during your turn is like being moved by a mount, kind of. That doesn't take up your move action, and you can take a standard action halfway through the move. That would be about 150 feet (three seconds' worth).
 

Consider that being moved by gravity during your turn is like being moved by a mount, kind of. That doesn't take up your move action, and you can take a standard action halfway through the move. That would be about 150 feet (three seconds' worth).

Hmm I understand the moved like a mount comaprision to a point but you've lost me on the take a standard action halfway through the move part.

I treat falling in this manner - it does not take any of your actions, but the movement is resolved on your turn in the initiative.

I know it is not "realisitc" but D&D combat is so vague that it is just about the only way to handle it so that certain actions that are known to be allowed actually fit into the mechanics.

Like using a casting feather fall - now an immediate action. You can't take an immediate action when you are flat-footed.

So if you fall while flat-footed (say as part of a trap) you can't use the spell.

If you actually start to fall on your turn in the initiative order then you can since you are no longer flat footed.
 

you've lost me on the take a standard action halfway through the move part.

Just various rulings and stuff, like if you ready an action, you have to do it in the middle of a double move. It's sort of inferrable from the PHB:

Essentially, you have to wait until the mount gets to your enemy before attacking, so you can’t make a full attack.

...In either case, you make the [ranged] attack roll when your mount has completed half its movement...

If the mount is running (quadruple speed), you can cast a spell when your mount has moved up to twice its speed...
 


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