D&D Tip of the Day

Monday, August 29, 2005

Partial Charge

I remembered that this was an option in 3rd edition (back when partial actions were still with us), but couldn't find the rule for it in 3.5 edition until now:
If you are able to take only a standard action or a move action on your turn, you can still charge, but you are only allowed to move up to your speed (instead of up to double your speed). You can’t use this option unless you are restricted to taking only a standard action or move action on your turn.
This is extremely handly for surprise rounds you in which you need to cover some ground and already have a weapon handy (and thus don't have to spend your turn drawing a weapon).

Friday, August 26, 2005

Start Full-Round Action

Want to take a full-round action, but only have a standard action left? The little-known "start full-round action" standard action lets you start undertaking a full-round action, which you can complete in the following round by using another standard action. You cannot use this action to start or complete a full attack, charge, run, or withdraw. This action can be handy if you want to start casting a full-round spell after taking a move action, or during a surprise round. Another option is to move, cast a full-round spell, then move again.

Monday, August 22, 2005

Defending Against Spellcasters, Part VI

Wow, I've been stringing this out for a while. Let's try to wrap this one up.

6. While we've covered some of the most effective means of combating spellcasters, there are a few other tricks you can throw at them. Other environmental conditions can hamper spellcasting. Weather effects created by spells such as Gust of Wind can force a concentration check to cast successfully. Entangling the enemy with a Web spell, a net, or a tanglefoot bag will also force a difficult concentration check. While we're on the topic of spells, Silence can be a great weapon, but is foiled by the Still Spell feat (and for some reason only bards and clerics have access to the spell).

The best way to defeat an enemy spellcaster is with a decisive, preemptive strike. To quote Steven Brust, "No matter how subtle the wizard, a dagger between the shoulder blades will seriously cramp his styel." In cases where this isn't possible, I've tried to give you a few extra options. Hope it keeps you alive for a few extra adventures.

Friday, August 19, 2005

Defending Against Spellcasters, Part V

5. If you have any kind of spellcasting ability, you can attempt to counterspell a spell thrown at you. This requires that:

a.) You ready the counterspell action, targeting the enemy spellcaster.
b.) You can identify the spell being cast (Spellcraft check DC 15 + spell level).
c.) You are prepared to cast the spell being thrown (or its opposite, e.g., Slow counters Haste).

If all of these are true, you can counter the spell automatically. Note that Dispel Magic can be used as an all-purpose counter against any spell, but does not work automatically. Instead, you must make a caster check against the enemy spellcaster (d20 + caster level vs. 11 + caster level).

Thursday, August 18, 2005

Defending Against Spellcasters, Part IV

4. Hit the spellcaster with some continuing damage (e.g., Melf's Acid Arrow). When taking continuous damage, half the damage is considered to take place while casting a spell. You must make a Concentration check (DC 10 + ½ the damage that the continuous source last dealt + the level of the spell you’re casting). If the last damage dealt was the last damage that the effect could deal then the damage is over, and it does not distract you.

If you don't have Acid Arrow handy, try lighting the enemy's robes on fire with a torch, or hurl a lantern or flask of acid at them.

Tuesday, August 16, 2005

Defending Against Spellcasters, Part III

3. Attempt to grapple the spellcaster. The only spells you can cast while grappling or pinned are those without somatic components and whose material components (if any) you have in hand. Even so, you must make a Concentration check (DC 20 + the level of the spell you’re casting) or lose the spell. This is often a good option, as the prototypical spellcaster isn't a burly type capable of warding off a tackle from your raging barbarian.

Monday, August 15, 2005

Defending Against Spellcasters, Part II

2. Getting next to the spellcaster and readying an attack in case he starts casting makes combat casting useless (since you're not using an attack of opportunity). This is also a great tactic to use if you have a ranged weapon handy because the spellcaster won't simply be able to take a 5-foot step to get away from you. However, if you lose line-of-sight, you're still out of luck.

Friday, August 12, 2005

Defending Against Spellcasters, Part I

Because I'm a little worried about my ability to post a tip of the day without a change in format, this tip will be the first in a series.

There are many ways to defend against the attacks of spellcasters, some more effective than others. Let's start with the basics.

1. Position yourself next to the enemy caster to get an attack of opportunity when they begin casting. A successful hit will force a DC 10 + spell level + damage inflicted concentration check in order to continue casting the spell. However, this plan is spoiled if the enemy takes a 5-foot step outside your range, or decides to cast defensively (only a DC 15 + spell level check).

Thursday, August 11, 2005

Aid Another

The Aid Another action that can be used to improve another character's skill check can also be used in melee combat. If you’re in position to make a melee attack on an opponent that is engaging a friend in melee combat, you can attempt to aid your friend as a standard action. You make an attack roll against AC 10. If you succeed, your friend gains either a +2 bonus on his next attack roll against that opponent or a +2 bonus to AC against that opponent’s next attack (your choice), as long as that attack comes before the beginning of your next turn. Multiple characters can aid the same friend, and similar bonuses stack.

Implication: This seems like a good option for spellcasters whose melee attacks are too feeble to actually use.

Wednesday, August 10, 2005

Armored Stunties

Dwarves, Gnomes, and Halflings have an unencumbered speed of 20 feet. Normally, the speed of these races would drop to 15 when they wear medium or heavy armor. Remember, however, that a Dwarf’s land speed remains 20 feet even in medium or heavy armor or when carrying a medium or heavy load.

Implication: Wow, this makes heavily-armored Dwarven warriors more viable than I thought! Full plate for Flint, anyone?

Tuesday, August 09, 2005

Shield Hand

A light shield’s weight lets you carry other items in that hand, although you cannot use weapons with it.

A heavy shield is so heavy that you can’t use your shield hand for anything else.

Implication: if you need a party member to carry a torch, give it to the guy with the light shield. It's like having a free hand!

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