Post by Darius Silverstar on Aug 17, 2015 12:19:34 GMT -4
I usually do a post event review of the questions/concerns with rules that I saw. This is not meant to call out anyone (except you but rather a learning experience for everyone, me included. I would highly encourage you all to post questions or instances of rules infractions so that we can all learn from your experience too. The rules can get pretty specific in certain situations and we all make mistakes, myself included, but by having an open and frank conversation after each event really does help everyone get on the same page. I would like to point out this time that almost all of these were done by very experienced players. I am not calling them out, but rather want to point out to newer players that everyone has the opportunity to learn. Even if you think it was obvious after the fact it might not seem that way to others so share your experiences with us!
Things I saw, did or heard while adventuring:
Bows and blocking: if your bow is struck with a weapon the string is unstrung and needs to be restrung before you can fire an arrow again. Restringing takes 3 s of roleplay and does not require an actual string. Bows are subject to the one-handed blocking rules; after the second hit of one-handed blocking you must put both hands on the bow handle, holding an arrow does not count as a hand on the weapon for one-handed blocking.
Bows and damage: You need to call your damage before you let go of your packet and not when it strikes your opponent.
Cantrips; when do you lose them? Letting someone else cast out of your cantrip tome (even if the tome does not leave your person) causes all active cantrips to be lost. Going unconscious or dying does not remove most Cantrips. For Example: both Healing Pool and Armored to Magic require a Life Spell before they are lost but Contingency requires resurrection.
Multiple elixirs in a drink or food: All effects are only taken by the person taking the first sip or bite. A single resist poison stops them all.
Removing poisons from food and drink: You can remove poisons in a food or beverage if you have the skill Herbal Lore and take 60 s to roleplay removing/canceling the poison.
VERTIGO: FALL ON THE GROUND or at least crouch down. THIS IS A LIVE ACTION ROLE PLAYING GAME! Swaying back and forth while standing or hunched over is not good enough.
Mentalist: You cannot get both an inspiration from Mentalist and from the 9th level Earth Spell.
More Cantrip Stuff:
Magic Deliverance: May only have one active at a time regardless of school. The only restriction is that you need to be able to speak. Your hands can by immobile and still use this cantrip.
Armored to Magic: May only have one active at a time regardless of school.
Contingency: May only have one active at a time regardless of school.
Last, just a note on spell disruption. As the caster (if you are taking damage) you are required to let your target know if your spell is still good by saying "Armor" or "Focus" (the latter is a monster ability) immediately after the spell incant. This ruling found in the errata. As alchemy can also be disrupted, the same applies for it as well.
Things I saw, did or heard while adventuring:
Bows and blocking: if your bow is struck with a weapon the string is unstrung and needs to be restrung before you can fire an arrow again. Restringing takes 3 s of roleplay and does not require an actual string. Bows are subject to the one-handed blocking rules; after the second hit of one-handed blocking you must put both hands on the bow handle, holding an arrow does not count as a hand on the weapon for one-handed blocking.
Bows and damage: You need to call your damage before you let go of your packet and not when it strikes your opponent.
Cantrips; when do you lose them? Letting someone else cast out of your cantrip tome (even if the tome does not leave your person) causes all active cantrips to be lost. Going unconscious or dying does not remove most Cantrips. For Example: both Healing Pool and Armored to Magic require a Life Spell before they are lost but Contingency requires resurrection.
Multiple elixirs in a drink or food: All effects are only taken by the person taking the first sip or bite. A single resist poison stops them all.
Removing poisons from food and drink: You can remove poisons in a food or beverage if you have the skill Herbal Lore and take 60 s to roleplay removing/canceling the poison.
VERTIGO: FALL ON THE GROUND or at least crouch down. THIS IS A LIVE ACTION ROLE PLAYING GAME! Swaying back and forth while standing or hunched over is not good enough.
Mentalist: You cannot get both an inspiration from Mentalist and from the 9th level Earth Spell.
More Cantrip Stuff:
Magic Deliverance: May only have one active at a time regardless of school. The only restriction is that you need to be able to speak. Your hands can by immobile and still use this cantrip.
Armored to Magic: May only have one active at a time regardless of school.
Contingency: May only have one active at a time regardless of school.
Last, just a note on spell disruption. As the caster (if you are taking damage) you are required to let your target know if your spell is still good by saying "Armor" or "Focus" (the latter is a monster ability) immediately after the spell incant. This ruling found in the errata. As alchemy can also be disrupted, the same applies for it as well.