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Messages - NuSair

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D&D 3.5 and Pathfinder / Re: Multiple off hand attacks
« on: June 29, 2014, 01:15:31 PM »
Thank you.

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D&D 3.5 and Pathfinder / Multiple off hand attacks
« on: June 28, 2014, 05:33:37 PM »
So I've been reading some various 3.5 builds, and in the description of their build, the author talks about getting multiple attacks from their off hand weapon (two weapon fighting). Example- The build gets 4 attacks from BAB, three off hand attacks, one from whirling frenzy.....

How do you get multiple attacks from your offhand weapon?

3
If the issue is in the wording of the Rules Compendium, I'd like to point out that the Rules Compendium is officially obsolete.  It is superseded by the reprinted editions of the Core Rulebooks.  The intro text on page 5 of the Compendium only grants authority over preexisting rulebooks.  The reprints were not preexisting at the time the Rules Compendium was printed.

I don't have the hard copy or a PDF of the reprints. While that seems to be the case since according to the advertisement it says they contain the latest errata, it is hard to make a case either way without the text.

4
I looked over it and I think it was still an issue, but I have evidence how a round is from your turn to the end of your next turn.  Look at True Strike.  It lasts 1 round and you're suppose to cast it, then next round attack someone.  If a round ended at the beginning of your turn you could never use that spell, so it clearly ends at the end of your turn.  That's when things reset, durations tick down, and so forth.

That is incorrect, here is the text on true strike:

You gain temporary, intuitive insight into the immediate future during your next attack. Your next single attack roll (if it is made before the end of the next round) gains a +20 insight bonus. Additionally, you are not affected by the miss chance that applies to attackers trying to strike a concealed target.

It doesn't last one round, it last until either your next single attack roll or the end of the next round. It doesn't say the end of this round, it says the end of the next round.

5
Quote
Just for convenience sake, here is a screen shot of the almighty page 7.

Well, that's the best quote so far.

 :cool - thanks!

I disagree with the DMs reasoning (but, honestly, it is his game and what he says goes. I think it bad form for players to argue things past a certain point), but I feel there is a point there, which I made on the other thread. That is, when do actions reset?

Most of the people I've seen post, say that if you use a swift action during your turn, that immediately after your turn is over, you can take an immediate action. The quote the DM was making is the right one, but he was arguing the wrong point. It's here:
Quote
During a normal round, you can perform a standard action
and a move action, or you can perform a full-round action.
You can also perform an immediate action or a swift action,
and as many free actions as your DM allows.

That is a direct quote from the Rules Compendium. This is just the start of the issue. If you read in the PHB and other sources, there appears to be two different definitions for round.

The first is from the highest initiative to the lowest initiative. (Normal Round?)

The second is given more as an example, but is from the start of your initiative in a round to the start of your initiative in the next round.

The problem I am having with looking at these rules, is that taking a swift action during your turn and immediately following with an immediate action isn't allowed with either version. And honestly, I am mildly surprised with all the rules lawyers running around, this hasn't come up before.

For me, I am trying to simplify it more than that, and just worry more about when a players actions reset. Attacks of Opportunity are similar and worded that you can make one AoO per round.

For a player to take a swift action during his turn and then take an immediate action after his turn is up, would require a players actions to reset after his turn was done. None of the ways a round is described in any book that I can fine does that. Even in the start of combat. You are considered flat footed until your first initiative. That would seem to reinforce the idea that a players action pool (for lack of a better term) is reset at the start of each players turn and not at the start of a round. (NOTE: some characters are never flat footed, to me, that would just give them in essence a free immediate action before their 1st initiative, allow them to AoO, ect).

So, how do you define a 'Normal Round'. It's referenced, but isn't really defined. Because if you didn't take a swift action during your turn in a round, in the next round before your turn, if you were to take an immediate action, then when your turn comes up, you couldn't take a swift action because you already took an immediate action that round (refer back to text- During a normal round, you can perform ....an immediate action or a swift action...). It's clear from the Rules Compendium that you cannot take an immediate and swift action in the same round. Honestly, that point really can't be refuted.

So, the question comes down to, is a NORMAL ROUND from highest to lowest init or is it the start of a players turn to the next start of a players turn.

In either case, a player cannot take a swift action during their turn and take an immediate action after their turn (UNLESS they are the lowest initiative and you consider a normal round to be highest to lowest initiative).

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General D&D Discussion / Re: Giant Gods
« on: April 16, 2014, 02:35:22 PM »
Are there 3.5 stats for the Giant Gods?

Deities and Demi-Gods in the Norse section.

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Introduce Yourself / Introduction
« on: August 26, 2013, 03:17:43 AM »
After taking a long break from D&D and RPGs in general, I came back about a year ago to run friends in a campaign. Things have been going pretty well, but I still find myself behind at times, trying to learn all the 3.5 stuff while trying to build a world and campaign around it.

So, I find boards like this helpful.

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