Running + Dex bonus

Hypersmurf said:
It does state a full round action on p144, though:

Run
You can run as a full round action. (If you do, you do not also get a 5-foot step.) When you run, you can move up to four times your speed in a straight line.

That is the run feat, which gives you the ability to run as a full round action, not the actual running action. Thats why this feat exists is to let you stop at the end of your turn instead of the beginning of your next turn.
 

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Doom3524 said:
That is the run feat, which gives you the ability to run as a full round action, not the actual running action.

No, it isn't - that is from the description of the Run full-round action. (The feat is found on p99, not p144.)

Given that the description goes on to explain how some of the mechanics change if you do have the Run feat, I'm confident in stating that the text in that section applies even if you don't have the feat.

The Run feat does three things - it increases the distance you can move, it grants a bonus to running jumps, and it allows you to retain your Dex bonus while running. It has no effect on the action required in order to run.

-Hyp.
 

shilsen said:
Not exactly. A full-round action takes up all your actions on your turn, but it doesn't necessarily take an entire round to complete.

Actually, this is wrong. The very first sentence under Full-Round Actions on PHB 143 says: "A full-round action requires an entire round to complete."

So, whether or not the Run description states it as full round action(and I see that it does on p144), or that you spend the entire round running (which it also does on p147), you're running the whole round. Falling prone as a free action afterwards thus comes into effect at the beginning of your next turn, when your full-round action of running is done.
 

Goblyn said:
Actually, this is wrong. The very first sentence under Full-Round Actions on PHB 143 says: "A full-round action requires an entire round to complete."

So, whether or not the Run description states it as full round action(and I see that it does on p144), or that you spend the entire round running (which it also does on p147), you're running the whole round. Falling prone as a free action afterwards thus comes into effect at the beginning of your next turn, when your full-round action of running is done.

So if I take the full attack action (a full round action), and my last attack deals sufficient damage to kill my opponent, he is not in fact dead until the beginning of my next turn... during which time he has his own turn, and might in fact take a standard action to kill me, thus preventing the completion of my full attack action and saving his life?

Likewise the charge action - if the action is not complete until the beginning of my next turn, does this not give my opponent a turn to move away from the straight line of my movement before it completes, rendering the charge impossible?

If a sorcerer or bard casts a spell modified by a metamagic feat, the casting time is a full round action. If this means the spell does not come into effect until the beginning of his next turn, thus making it identical to a spell with a one round casting time, why does it state "This isn't the same as a one round casting time"?

-Hyp.
 

The very first sentence under Full-Round Actions on PHB 143 says: "A full-round action requires an entire round to complete."

I think this sentence is meant just for describing the consequences of running, charging etc.
The benefits you get can be used at your turn (run:4x running, charge:+2 attack), but the penalties will last the entire round (run:no dex to AC, charge:-2 to AC).

The way I see the difference between the metamagic casting and the casting time of 1 round, is that a metamagic spell effect (the benefit) will come into play at the end of the caster's turn. Therefore, the caster won't have to maintain concentration after his turn is done (the effect of the spell is already in play). With a 1 round casting of a spell, "you must continue the invocations, gestures and concentration from one round to just before your turn in the next round (at least). If you lose concentration after starting the spell and before it is complete, you lose the spell."

Simply put: if someone hits you while you are casting a 1 round spell, a concentration check is required. If you cast a metamagicked spell with a standard action as casting time as a sorcerer/bard, you won't have to make a concentration check when you get hit afterwards, as the spell's effect is already in play.
 


Hypersmurf said:
It does state a full round action on p144, though:

Run
You can run as a full round action. (If you do, you do not also get a 5-foot step.) When you run, you can move up to four times your speed in a straight line.


If someone runs 120 feet as a full round action and drops prone as a free action, when do you consider them to become prone? Before the end of their turn this round, or at the very start of their turn next round?

-Hyp.

I included the part about it being under the full round action section.

When someone charges and ends with an attack and then drops prone - when are they considered to be prone? At the end of their attack? If prone do they still suffer the penalty to AC for charging? Do they get the bonus to AC for being prone?

Can a zombie run?
 

Alright; a debate with Hypersmurf. Talk about a high CR.

Hypersmurf said:
So if I take the full attack action (a full round action), and my last attack deals sufficient damage to kill my opponent, he is not in fact dead until the beginning of my next turn... during which time he has his own turn, and might in fact take a standard action to kill me, thus preventing the completion of my full attack action and saving his life?
Nothing like that has been said here. He is in fact dead by the time his turn comes around, but until your nerxt turn comes up, you are engaged in killing him.


Hypersmurf said:
Likewise the charge action - if the action is not complete until the beginning of my next turn, does this not give my opponent a turn to move away from the straight line of my movement before it completes, rendering the charge impossible?

Again, not incomplete, but the character is still engaged in the action of charge +attack.

Hypersmurf said:
If a sorcerer or bard casts a spell modified by a metamagic feat, the casting time is a full round action. If this means the spell does not come into effect until the beginning of his next turn, thus making it identical to a spell with a one round casting time, why does it state "This isn't the same as a one round casting time"?

-Hyp.

First I thought concentration and when it can be broken would be why. It would result in: all the necessary concentration for a metamagiced spell is on the caster's turn. So, while a metamagiced spell requires a full-round's worth of actions, can only be interrupted early on while a 1 round casting time spell can be interrupted any time before it is done. But thats a lot of interpolation.

Then I thought it might have to do with magic item creation, but I couldn't find anything substatial enough.

Finally, I thought: maybe at the time the feat was written, the designers were unsure of the ramifications of changes various casting times of spells and so threw this in as a safety clause.

These were all arguments I was planning on presenting to support my claim that, by RAW, running is continuous throughout rounds. While the description of run on p 147 specifically states that the character spends the whole round running, I must concede the point on a realization of mine: There are no rules for hitting a moving target.

...unless there are, hidden somewhere. If there are, please tell me. Please please.

Ninja Edit: oh, and; /threadjack:)
 
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irdeggman said:
I included the part about it being under the full round action section.

Sorry - I thought you just meant that it appeared as a full-round action on table 8-2. I was just replying to "It doesn't state it's a full round action" with the line where it states it's a full-round action.

When someone charges and ends with an attack and then drops prone - when are they considered to be prone? At the end of their attack? If prone do they still suffer the penalty to AC for charging? Do they get the bonus to AC for being prone?

They are considered to be prone at the point that they take the free action - which is at the conclusion of the full-round action, before the end of their turn. So just after the melee attack, in this case.

They suffer the penalty to AC until the start of their next turn. This is because the Charge action says so; even though the full round action is entirely resolved within their turn, the penalty extends beyond it. After the full-round action is complete, they are no longer charging; effects that operate on a 'charging creature' will no longer apply to them. The persistence of the penalty is completely independent of the duration of the Charge action.

The bonus (or penalty) to AC for being prone will apply, since they are prone. Against ranged attacks, they will have a -2 penalty from the Charge action, and a +4 bonus for being prone. Against melee attacks, they will have a -2 penalty from the Charge action, and a -4 penalty for being prone.

Can a zombie run?

No; the only way a zombie can take a full-round action is with the Start/Complete Full Round Action standard action, which specifically excludes the Run action.

Goblyn said:
Again, not incomplete, but the character is still engaged in the action of charge +attack.

Would you, then, consider the character to be 'a charging creature' until the beginning of his next turn?

-Hyp.
 

Hypersmurf said:
Would you, then, consider the character to be 'a charging creature' until the beginning of his next turn?

-Hyp.

Sure. The only repercussion of such a 'status' I can think of is a nearby spear-wielder on a later initiative 5'-stepping in to ready(set) and attack the charger for double damage, but on PHB160 under readied action it says that the readied action occurs and is resolved just before its specified trigger: "The action occurs just before the action that triggered it." Thus making this a non-permissable move, as the charge had already ocurred making said initiatve too late to ready an action.

Are there any other repercussions of one being considered a 'charging creature' through to its next turn that I'll have missed?
 
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