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Reserve Feat - Dimensional Reach
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<blockquote data-quote="Greenfield" data-source="post: 6980429" data-attributes="member: 6669384"><p>D&D has a weakness in the area of motion. There are no penalties for shooting at moving targets, and there are no rules for collisions. Falling damage is well documented, but slamming into a <em>Wall of Force</em> at high speed has no documented way to assess damage.</p><p></p><p>By the same token, there aren't any movement modifiers if you try to take advantage of an AoO to Grapple someone moving through a threatened area at high speed. Walking at normal speed (30) or riding by on a horse at full gallop (300) are the same as grappling someone who is just standing there. </p><p></p><p>So I'm not sure how to figure out what modifier should be used to magically grab a moving arrow. There aren't any "Moving Target" rules for anything else in the game, it would be pretty arbitrary to try to impose some for this and this alone.</p><p></p><p>If I had to invent a rule, as a DM, I'd probably base it on a Spot check. "Combat Maneuver" check is kind of vague in that different combat maneuvers use different checks. (Grapple uses BAB plus STR, while Trip uses just Dex or STR, and all of them count size.) You could use Grab, but that's an opposed check and the small size of the tiny size of the missile would give it such penalties that the caster would wiin almost automatically. As for timing in general, Ready Action gives you the speed to interrupt things like a <em>Fireball</em> in mid flight, and that's supposedly "Instantaneous" (Improved Counterspell). Spot doesn't have speed modifiers either, but it does have distance and size modifiers which would apply. And Spot is cross-class for arcane casters who might have this Feat, so it can be something of a challenge.</p><p></p><p>The missile has to be small and light, and it has to be pretty close to the caster: The Feat has a range of five feet per level of the spell used to power it. That's 15 feet for a 3rd level spell (minimum spell needed to use the feat), or 20 feet for a 4th level spell. If object speed were a factor that's pretty last-minute on an incoming arrow or sling bullet.</p><p></p><p>Not so much if it's being used to protect someone else.</p><p></p><p>Odd tangent: This Feat says it teleports the target object into the caster's hand. That hand could be under a cloak or inside a bag or pocket. The object needs to be visible, so you need a clear line between the object and the caster's eye, but not between the object and the caster's hand.</p></blockquote><p></p>
[QUOTE="Greenfield, post: 6980429, member: 6669384"] D&D has a weakness in the area of motion. There are no penalties for shooting at moving targets, and there are no rules for collisions. Falling damage is well documented, but slamming into a [I]Wall of Force[/I] at high speed has no documented way to assess damage. By the same token, there aren't any movement modifiers if you try to take advantage of an AoO to Grapple someone moving through a threatened area at high speed. Walking at normal speed (30) or riding by on a horse at full gallop (300) are the same as grappling someone who is just standing there. So I'm not sure how to figure out what modifier should be used to magically grab a moving arrow. There aren't any "Moving Target" rules for anything else in the game, it would be pretty arbitrary to try to impose some for this and this alone. If I had to invent a rule, as a DM, I'd probably base it on a Spot check. "Combat Maneuver" check is kind of vague in that different combat maneuvers use different checks. (Grapple uses BAB plus STR, while Trip uses just Dex or STR, and all of them count size.) You could use Grab, but that's an opposed check and the small size of the tiny size of the missile would give it such penalties that the caster would wiin almost automatically. As for timing in general, Ready Action gives you the speed to interrupt things like a [I]Fireball[/I] in mid flight, and that's supposedly "Instantaneous" (Improved Counterspell). Spot doesn't have speed modifiers either, but it does have distance and size modifiers which would apply. And Spot is cross-class for arcane casters who might have this Feat, so it can be something of a challenge. The missile has to be small and light, and it has to be pretty close to the caster: The Feat has a range of five feet per level of the spell used to power it. That's 15 feet for a 3rd level spell (minimum spell needed to use the feat), or 20 feet for a 4th level spell. If object speed were a factor that's pretty last-minute on an incoming arrow or sling bullet. Not so much if it's being used to protect someone else. Odd tangent: This Feat says it teleports the target object into the caster's hand. That hand could be under a cloak or inside a bag or pocket. The object needs to be visible, so you need a clear line between the object and the caster's eye, but not between the object and the caster's hand. [/QUOTE]
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