Closing the Box
Clarifying Some Rules
Clarifying Core Rules
- Adding your level: Make sure that you’re adding your level into any ability check that you make. Also make sure that you’re adding your level into your attack and initiative rolls. When in doubt, the player-guide cheat sheet has most of it, or feel free to ask.
- Disengaging/opp atk; To disengage and not take an opportunity attack, roll a normal save (11+). If it succeeds, you will not draw an opportunity attack as you disengage. If you fail the save, you lose your move action for the turn and are still engaged. You can trade your standard action for a move action, though, and make a second disengage check, or you can use it to move away anyway, but you will take an opportunity attack. See pg 163-4
- Enemies in a group: Attacks that target multiple enemies (“AoE” attacks) will normally specify if you need to attack xdx enemies, or xdx enemies “in a group.” If the attack specifies “in a group” then you cannot skip over enemies and need to have a general area of a battlefield that you are affecting.
- Flexible Attacks: Contrary to what the dumb DM thought, flexible attacks do not automatically deal miss damage. Many maneuvers do list some effect/damage on a miss though. See pg 167.
- Interception: Interception is a physical act of stepping in the way of an enemy moving across the battlefield. If you are not engaged, and an unengaged enemy moves past you, you can intercept him and force him to become engaged with you. An intercepted person typically does not have the option to ignore the interception, take an opportunity attack, and keep moving, but in rare instances I am a dick and a monster really wants to punch somebody’s face. See pg 164.
- Multiple-target attacks: Make an attack roll for each enemy targeted by a spell or other attack. This averages out to be more beneficial to the player overall than making a single attack. Damage is rolled once. See pg 159.
- Nearby/Far Away: Generally assume as the default that if something is on a map, it is “nearby.” I will tell you (or try to) when setting up a battle if an enemy or group of enemies is far away.
- Ongoing Damage: Even if the spell does not say so explicitly, ongoing damage is always save ends. I’ve been wrong on how I’ve been having you guys do it, so here are the rules from now on, as per pg 173: You will take ongoing damage at the end of your turn just before you roll your saving throw to end the damage. This means it may be possible to remove the damaging effect before you take the damage. All saving throws unless otherwise specified are 11+.
- Background points: The core rulebook states that a character can never have more than 8 background points (unless they took a feat/talent/are a class that allows more), with no more than 5 points in any one background. See pg 40. In the interest of allowing character development, though, player characters gain a single background point every even level. This point can go into an existing background, but preferably will be placed into a new background that fits in with things the character has learned in the storyline. One way or the other, the background point can only go into a background that makes logical sense: a bard cannot take the new background “Circus performer” when the entire game thus far has revolved around traipsing through woods. This extra background point can be taken as an incremental advance when appropriate. 5 points in a single background is still the maximum, though.
- Icon points: Coming soon!