LostSoul
Adventurer
Well, he would still only do the regular amount of damage, wouldn't he? (Or am I misunderstanding something?)
Yeah, just normal damage. You could have it mean the rogue's hand is chopped off, or not, but that's the sort of thing that should come up in the declaration phase. It's a DM call. (I would only do that if the character dropped to 0 HP from that attack.)
It seems like that could get tedious if basically every time the fighter does his action he also has to say "oh, and by the way, I maneuver so that if he attacks someone else or tries to move away I can hit him, and if someone else tries to move past me I can hit him" every round in order to be eligible to use OAs and Combat Challenge.
Yeah, I noticed that. I'll have to see how it goes.
Another thing; can someone declare multiple actions in a round? For example let's say in the rogue example, after the rogue's arm was pinned the rogue said "I wriggle out of the pin and then stab the guy in the back." Is that two separate rolls (an acrobatics roll or something to get out and then an attack roll) or just one roll? How does that work with the initiative? Can the character even do this? Basically, are characters still bound by the "move, minor, and standard" action limit? (Even if they were the situation above could still arise, because getting out of a grab is a move action.)
You are bound by the move/minor/standard suite of actions. There's no clear "you can do this" stuff, because it's up to the DM to use his judgement to decide what's acceptable and what's not. That move by the Rogue seems acceptable to me.
There's only one roll made*, and the DM determines what the modifier is. The guideline is whatever fits best. That's another DM judgement call.
* - There are actually cases where more than one roll is made. If you're making a close or area attack, you roll once to set the order your action comes up, and then you roll the rest of your attacks. This can mean stuff like friendly fire or dropping a fireball on a vacated area. The chaos of combat is maintained!
The other case is when your roll ties with someone else. Then you roll init to set the order - the winner going first. I might drop that, though. I think I added it in just to make Init checks matter. I guess you could roll Init for other actions, if it fits best.