Just curious, how does that work?Someone said:It's funny how the Heat metal spell can actually cool metal. Same for Cool metal; it's possible to make it heat metal.
Just curious, how does that work?Someone said:It's funny how the Heat metal spell can actually cool metal. Same for Cool metal; it's possible to make it heat metal.
Just curious, how does that work?
TYPO5478 said:Another clarification: I wasn't talking about a particular spell. I was talking about casting in general. Any spell can be stopped by counterspelling it (which requires a ready action). Granted, some spells can be stopped in other ways, but to my knowledge there's no method that would stop all of them.
TYPO5478 said:I don't think I'm familiar with anything that can only be stopped by a readied action. Could you please provide some examples?
Nail said:And since your Ref save is NOT dependant on your load or armor speed/penalty, you must not be actuallydodgingtumbling.
Stalker0 said:How about that by the book I can only throw a football a maximum of 33 yards (with far shot) when any slub with some knowledge of throwing can toss a good 50 (even if he can't hit anything) and pros can toss it 80 yards.
Nail said:Which is fine...but doesn't address my biggest "huh?" concern over trip:
The ability to trip an opponent is not related to combat ability. It's only related to how strong (or graceful) you are; your raw talent.
That's just weird. My sensei can put me flat on my a$$, and yet I'm sure I can lift more weight than he can. And no matter how much I work out on the bench press, that won't help me trip him.![]()
Except that is doesn't model the ability to do the tripping very well...as that's still a Str check.Plane Sailing said:FWIW I allow anyone to use a balance check to oppose trip attempts. It gives a bit of extra fun to an underused skill, and would represent your situation pretty well, I guess.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.