This thread is reserved for new players who have quick questions they want to ask. Anyone may ask, anyone may answer.
Note: No arguments, please. The SRD is always right. If it's specific to a book, use the most current rule. The "Golden Rule" to all questions is that it's entirely up to the DM in the end.
The standard turn for someone in combat is as follows.
1 Standard Action, 1 Move Action
1 Move Action, 1 Standard Action
2 Move Actions
1 Full-Round Action
Free Actions (DM's decision as to how many you can do)
At any time during your turn you may perform one swift action. A swift action requires more time than a free action but isn't a move action.
At any time during any turn you may perform one immediate action. It's like a swift action, but a little closer to a free action.
A Full-Round action takes 6 seconds to perform. A Standard action takes about 3-4. A Move action takes 2-3 seconds. Free actions can be done during the 2 types of actions.
You can also Delay your Actions, to set your initiative position to a different spot (basically waiting to act).
Various actions require different types. Attacking is usually a Standard Action. Running at full speed requires 2 Move Actions.
Also worth noting are Swift Actions- Swift actions are identical to free actions, but you can only take 1 per turn. For example, casting a quickened spell used to take a free action. Now, by most current rulings, it takes a swift action.
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[16:23] Alacar Leoricar: maybe if you do it'll make the porn more meaningful
Immediate actions can be done when it's not your turn, the simpliest example is the spell Feather Fall. If you suddenly start falling, you can cast it right then and there. However, you can only do one swift action OR one immediate action in the same turn. When immediate actions are used when it's not your turn, it makes it so that you can't do a swift action on your next turn.
A bit of semantics about those actions, mostly applicable to casters or other fancy people with similar battle tricks.
Not typically. Rolling for HP is different with each DM. For me, you get Max HP 1st-3rd level, sometimes 4th, then get whatever you roll after that. Some DMs are meaner, some nicer. But according to the book, if you roll a 1 for your HD roll, you got a 1. Be sure to add your Con modifiers though. But no matter what, you always get at least 1 hp, regardless of your Con modifier (like, if it's negative)
Can I (A level twenty evil wizard) use Chain Spell (A feat from Tome & Blood page) on Mindrape (A spell from The Book of Vile Darkness page 99) to take twenty peoples memories as well as edit them? If I did this (even a normal Mindrape on one target) shouldn't it raise me Intelligence or somethin?
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Break, O Earth.
Dry up, O Sea.
Burn out, O Sun.
Grant us power Earthly Leaders and Gatekeepers of Hell.
Guide us Makers of the Underworld.
Daftmouse, odds are that if you did that the DM would probably punish you. As well they should.
On HP: Usually what our playgroup does is alternate between max and half HP every other level. For example, you get max HP on your first level as normal, then half the maximum on second level, on and on like that.
If a metamagic feat (I think any metamagic feat actually) tells you to use a higher spell slot and it is level nine already can you do it and just leave it at nine?
No, you cannot. If a spell requires a spell slot higher than level 9 for some reason, you cannot cast that spell (at least not with whatever is causing it to be higher than level 9).
The DM may rule that you can use an epic spell as a 10th level spell slot if you have epic spell slots, but otherwise, no such luck.
The most important things to remember for D&D are 2 things: 1) It's a game, and you're supposed to have fun. The Players play characters in a fantasy game, with a comprehensive set of rules to let them do anything they want, and the Dungeon Master guides them through this fantasy world and immersing them into a storytelling adventure.
2) The biggest thing to remember concerning the rules in D&D is the Core Mechanic:
Roll a 20-sided die.
Add any relevant modifiers and/or penalties.
Compare the result to a target number.
There's a lot more to the game but that's the Core of all d20 games.
The best way to introduce new people to D&D is to just sit down with them and read through some of the core and/or supplemental material. Oftentimes people will automatically come up with character concepts and ideas for adventures, so from there it's all gravy. The d20 system looks kind of daunting to a newer player, but it's easy to get into.
I think Blended Quartz Chain Shirt may have 0% Arcane Spell failure, but I don't actually have the Arms and Equipment guide to check specifics, so you'll have to ask someone if you're actually going to use it.
Adding Mithral only lowers spell failure by 10%, and you can only do it to metal armor. The lowest base spell failure on metal armor is 20% (Chain Shirt).
If I remember correctly, Blended Quartz lowers spell failure by 20%, but as I said in my last post, you'll want to check with someone who actually has the Arms and Equipment Guide.
Note: No arguments, please. The SRD is always right. If it's specific to a book, use the most current rule. The "Golden Rule" to all questions is that it's entirely up to the DM in the end.
Like freeform roleplaying? Try Darkness Befalls Us
Ryttare Kelasin Luna Orelinalei
At any time during any turn you may perform one immediate action. It's like a swift action, but a little closer to a free action.
A Full-Round action takes 6 seconds to perform. A Standard action takes about 3-4. A Move action takes 2-3 seconds. Free actions can be done during the 2 types of actions.
You can also Delay your Actions, to set your initiative position to a different spot (basically waiting to act).
Various actions require different types. Attacking is usually a Standard Action. Running at full speed requires 2 Move Actions.
Actions in Combat entry in the d20 SRD.
Like freeform roleplaying? Try Darkness Befalls Us
Ryttare Kelasin Luna Orelinalei
I know that if you use both hands to swing a weapon, your damage is multiplyed by 1.5. While using two hands, does the attack bonus fluctuate at all?
I am going to love this thread
To-Hit rolls do not get a bonus if you use two hands.
Light weapons do not get this bonus.
edit: This only applies to melee weapons, or weapons you use your Str bonus to add to damage with.
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Ryttare Kelasin Luna Orelinalei
Immediate actions can be done when it's not your turn, the simpliest example is the spell Feather Fall. If you suddenly start falling, you can cast it right then and there. However, you can only do one swift action OR one immediate action in the same turn. When immediate actions are used when it's not your turn, it makes it so that you can't do a swift action on your next turn.
A bit of semantics about those actions, mostly applicable to casters or other fancy people with similar battle tricks.
Like freeform roleplaying? Try Darkness Befalls Us
Ryttare Kelasin Luna Orelinalei
Dry up, O Sea.
Burn out, O Sun.
Grant us power Earthly Leaders and Gatekeepers of Hell.
Guide us Makers of the Underworld.
Actually, the DM could rule you as overwhelmed. Roll for san.
On HP: Usually what our playgroup does is alternate between max and half HP every other level. For example, you get max HP on your first level as normal, then half the maximum on second level, on and on like that.
OT: Alacar does your Sig constantly change?
Dry up, O Sea.
Burn out, O Sun.
Grant us power Earthly Leaders and Gatekeepers of Hell.
Guide us Makers of the Underworld.
The DM may rule that you can use an epic spell as a 10th level spell slot if you have epic spell slots, but otherwise, no such luck.
Winner of the Weekly Signature & Avatar Contest Weeks 51, 59, 78, & 118.
I don't care if I was framed for murder if I only got a warning I would let it go.
And Metamagic can't go beyond 9th level, unless you're using Epic, and that's something I don't like to touch. D&D DBZ makes me cringe.
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Ryttare Kelasin Luna Orelinalei
Dry up, O Sea.
Burn out, O Sun.
Grant us power Earthly Leaders and Gatekeepers of Hell.
Guide us Makers of the Underworld.
The feat is Improved Counterspell.
Winner of the Weekly Signature & Avatar Contest Weeks 51, 59, 78, & 118.
I don't care if I was framed for murder if I only got a warning I would let it go.
Sarnath'd
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Ryttare Kelasin Luna Orelinalei
Dry up, O Sea.
Burn out, O Sun.
Grant us power Earthly Leaders and Gatekeepers of Hell.
Guide us Makers of the Underworld.
2) The biggest thing to remember concerning the rules in D&D is the Core Mechanic:
Like freeform roleplaying? Try Darkness Befalls Us
Ryttare Kelasin Luna Orelinalei
Dry up, O Sea.
Burn out, O Sun.
Grant us power Earthly Leaders and Gatekeepers of Hell.
Guide us Makers of the Underworld.
Winner of the Weekly Signature & Avatar Contest Weeks 51, 59, 78, & 118.
I don't care if I was framed for murder if I only got a warning I would let it go.
Like freeform roleplaying? Try Darkness Befalls Us
Ryttare Kelasin Luna Orelinalei
If I remember correctly, Blended Quartz lowers spell failure by 20%, but as I said in my last post, you'll want to check with someone who actually has the Arms and Equipment Guide.
Winner of the Weekly Signature & Avatar Contest Weeks 51, 59, 78, & 118.
I don't care if I was framed for murder if I only got a warning I would let it go.