Rules Adjudications

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Question the First: Hypothetically, should Karl get his bonus for fighting big things, for big things other than those specifically listed in the PH, such as a Scaly Daemon With One Big Arm? The text reads:

  • When gnolls, bugbears, ogres, trolls, ogre magi, giants, or titans attack gnomes, these monsters must subtract 4 from their attack rolls because of the gnomes' small size and their combat skills against these much larger creatures.

Chris: It would seem the reasoning behind this bonus would be applicable to other combatants, but I am far from impartial.

tcm: I seem to remember that dwarves, who have the exact same bonus, don't get the bonus for big things not listed in the PH. The reasoning behind this bonus is that the things that are listed in the PH specifically have trouble against small humanoids, and not because these small humanoids are awesome against big things. So, while a titan will have trouble smacking a tiny gnome, a dragon (or your large scaly daemon friend), which is also a large creature, will not. Maybe they've got better practice or something, or have better hand-eye coordination. Whatever the case may be, gnomes and dwarves only get that bonus against creatures listed in the PH. But I'm not the DM, so I will of course defer to him.

Chris: Granted, that would make perfect sense, but that is not what it says. It says, "their combat skills against these much larger creatures" not, "their lack of combat skills against these much smaller creatures." I can understand dragons and things like that not working because, at that size, the difference between humanoids is negligable. I would argue the bonus comes more from gnomes and dwarves training against man-shaped larger opponents. The same way that elves end up good with bows and longswords.

Final Ruling: ?

Question the Second: Here in Brooklyn Party, our magic user makes a normal attack roll when using the third level spell Flame Arrow. The relevant text of the spell is as follows:

  • ...this spell enables the caster to hurl fiery bolts at opponents within range. Each bolt inflicts 1d6 points of piercing damage, plus 4d6 points of fire damage. Only half the fire damage is inflicted if the creature struck successfully saves vs. spell... Bolts must be used on creatures within 20 yards of each other and in front of the wizard.

Noah: After lengthy conversations with Dan of Queens Party, I am now of the opinion that no attack roll should be necessary, and the 'fiery bolt(s)' should strike automatically, provided the target creature is in range. Not only is there no mention of an attack roll in the text, lightning bolt is another comparable third level spell which, of course, requires no attack roll to hit.

Final ruling: ?