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Carrasco posted:The nice thing about the comic lately is that, since at least the start of this book, it has barely if at all referenced D&D concepts, much less leaned on them as heavily as the early comics did. It feels like Burlew's done away with those trappings almost entirely, and in a way so subtle it was barely even noticeable, which is as refreshing an artistic evolution as the more action-friendly stick figure style. And the ones that he does do, he tends to do in different ways. Like in the storm on the airship when they pass off a rope that four people were struggling to hold down to Roy, who casually just stands there with it. Joke's still totally a D&D joke, but less straight-out simple.
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# ? Jun 18, 2024 17:14 |
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Or the bit where they are fighting the Crystal golem and buy the adamant weapons.
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Taerkar posted:I never realized before how silly the drowning rules are. This came up last week in our D&D game where one member decided to just go swimming in the sea and got horribly mauled and dragged away by giant crabs. Like were it not for teleportation magic, he was super "get the diamond dust out" dead. Because CPR is not a thing in D&D.
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blastron posted:The best part about the drowning rules is that drowning doesn't deal damage: it sets your HP to zero. So, if you're under some sort of effect that lets you keep fighting at negative hit points, you can drop yourself down to -300 HP, then stick your head in a bucket of water and let Davy Jones heal you back up to 0. If you're not a tarrasque, you die at -10 hit points.
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Cat Mattress posted:If you're not a tarrasque, you die at -10 hit points. Frenzied Berserkers (from Complete Warrior) can fight at any negative hit point value as long as they're raging, with the disadvantage that you must keep attacking things, and if you stop raging while at negative HP, you stop living too. MikeJF posted:I feel like that's the kind of thing a lot of DMs would tell you to gently caress off on. Yes, but you see, the rules clearly state that ![]() (why do i still know any of this it's been years since i played any d20 game)
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The Question IRL posted:This came up last week in our D&D game where one member decided to just go swimming in the sea and got horribly mauled and dragged away by giant crabs. I feel like a decent DM would let you do CPR as long as it was within a reasonable amount of rounds.
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Len posted:I feel like a decent DM would let you do CPR as long as it was within a reasonable amount of rounds. https://www.youtube.com/watch?v=6uEJbwGYaDs my dad posted:More likely, laugh, let you do it once, and then clarify "THIS DOES NOT WORK" for the future. ![]()
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Poil posted:CPR wasn't invented/discovered until the 60s. 1960s. No way a medieval society would possess that kind of knowledge. Especially not with the availability of healing magic. Neither were Trains until the 1800's and yet Eberron has them.
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If anything, it's strange that there's no magic solution. Magic can cure being poisoned, turned to stone, eviscerated, turned to jelly, and turned into a frog, but not having water in your lungs?
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Poil posted:CPR wasn't invented/discovered until the 60s. 1960s. No way a medieval society would possess that kind of knowledge. Especially not with the availability of healing magic. Yes but if you DM exclusionary then your a dick. Yes and... not for only one type of socially repressed need any more.
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Poison Mushroom posted:If anything, it's strange that there's no magic solution. Magic can cure being poisoned, turned to stone, eviscerated, turned to jelly, and turned into a frog, but not having water in your lungs? Drowning puts you at 0 and then -1 HP, so cure light wounds would heal water in your lungs. Unless you're dead.
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The real question is what happens to a creature with fast healing.
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PFlats posted:Drowning puts you at 0 and then -1 HP, so cure light wounds would heal water in your lungs. Unless you're dead. If HP is not actually health but a symbolic number representing fatigue, luck, fate, etc, maybe cure light wounds isn't a spell at all but rather a pat on the back Helps expel water
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PFlats posted:Drowning puts you at 0 and then -1 HP, so cure light wounds would heal water in your lungs. Unless you're dead. Not if you stay underwater! If you drop to -1 HP from drowning and are then healed up to positive (even by a powerful spell like Heal, which cures up to 150 HP), next round you die anyway. These rules aren't very well thought-out.
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That's a pretty edge case. If you're drowning and there's someone RIGHT THERE to cast healing on you, why are you drowning anyhow?
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...Failed a roll to grab whatever was giving you water-breathing when it inevitably gets knocked off of you?
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Regalingualius posted:...Failed a roll to grab whatever was giving you water-breathing when it inevitably gets knocked off of you? Unless you get hit with a disjunction or a dispel magic or anti-magic sphere, that's just the DM being an rear end in a top hat. Rings and necklaces don't just get "knocked off". No rule system can prevent rear end in a top hat DM syndrome.
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A.o.D. posted:That's a pretty edge case. If you're drowning and there's someone RIGHT THERE to cast healing on you, why are you drowning anyhow? A very concerned mermaid happened to be passing by.
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A.o.D. posted:That's a pretty edge case. If you're drowning and there's someone RIGHT THERE to cast healing on you, why are you drowning anyhow? Listen, if you're not playing D&D to watch characters die in amusing ways because the rules have very little thought put into them, then you're just not playing the right game to begin with
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Poison Mushroom posted:If anything, it's strange that there's no magic solution. Magic can cure being poisoned, turned to stone, eviscerated, turned to jelly, and turned into a frog, but not having water in your lungs? But that's just a thing about D&D (and Pathfinder.) There are a lot of situations where magic can completely trump a situation and some baffling ones where they can't. Like you need to do a forced march through a deadly jungle with no food or water? Yeah there are low level spells that make it a cake walk. But (as an example.) we had a campaign where the bad guys were operating in a hidden Giant city at the top of the tallest mountain. And we prepare to go climb the mountain and wreck them (since the place was warded against teleportation) and we run into a problem. The air is too thin at the top of the mountain. If we try and climb it, we will just die. And we spent a good hour and a half looking for spells or magic items to let us get through. And we could find all manner of stuff to let you survive underwater or even swimming through lava or stone. But going to a place with very little air? Only one spell in one source book could fix that problem.
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The Question IRL posted:Only one spell in one source book could fix that problem. Polymorph? Polymorph is usually the answer.
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Mystic Mongol posted:Polymorph? Alter self also works.
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Does breathe water specify that you require oxygen from the water? Just go up there with a fishbowl on your head, duder.
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Kajeesus posted:Does breathe water specify that you require oxygen from the water? Just go up there with a fishbowl on your head, duder. No, it just lets you breathe water instead of air, and not like a fish, either. It doesn't matter how anoxic the water is.
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When you think about it, that's extremely weird. I mean I guess it's magic, but even then. Like...the idea that you can breathe so long as you're in something that cosmic forces can eyeball and go "hm, yep, looks like water". Does it work in custard? Slime? Paint?
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Bigsby's Breathe Paint
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Android Blues posted:When you think about it, that's extremely weird. I mean I guess it's magic, but even then. Like...the idea that you can breathe so long as you're in something that cosmic forces can eyeball and go "hm, yep, looks like water". Does it work in custard? Slime? Paint? You're going to look really foolish when it turns out that lake of paint is oil-based.
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Android Blues posted:When you think about it, that's extremely weird. I mean I guess it's magic, but even then. Like...the idea that you can breathe so long as you're in something that cosmic forces can eyeball and go "hm, yep, looks like water". Does it work in custard? Slime? Paint? It's semantic. You're fine in muddy water, but not in watery mud. You'll suffocate in an avalanche (because it's ice, not water), but be able to breathe in a jokulhaup. Where is that line? It's probably a know it when you see it thing, which means it's subject to DM fiat.
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Which is the whole point of a decent DM.
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Magic isn't physics champ, hth
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Humans are 60% water, so you can just breathe yourself.
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Yeah that's where the classical four elements clash with what modern science knows. You've gotta put your post-enlightenment knowledge of physics and go back to a magic mindset, since after all you're playing a game where you can rub bat guano between your fingers and if you say "abracadabra" just right it'll create a fireball. Air is air, water is water. Water isn't H2O, it's water. H2O doesn't even exist in that world. Cat Mattress fucked around with this message at 17:56 on May 5, 2016 |
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The Question IRL posted:And we spent a good hour and a half looking for spells or magic items to let us get through. And we could find all manner of stuff to let you survive underwater or even swimming through lava or stone. I found your problem. It's this concept of "if it's in a sourcebook it's allowed" and its inversion "if it's not in a sourcebook it's not possible". It's that the players and GM don't have the imagination to adapt something appropriate into the rules of their imagination game.
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Android Blues posted:When you think about it, that's extremely weird. I mean I guess it's magic, but even then. Like...the idea that you can breathe so long as you're in something that cosmic forces can eyeball and go "hm, yep, looks like water". Does it work in custard? Slime? Paint? Calaveron posted:Bigsby's Breathe Paint dont need no spell to huff paint.
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IMJack posted:I found your problem. It's this concept of "if it's in a sourcebook it's allowed" and its inversion "if it's not in a sourcebook it's not possible". It's that the players and GM don't have the imagination to adapt something appropriate into the rules of their imagination game. Well thanks for saying that I have no imagination. In answer to your question D&D as a game has it's flaws and shoddy rules. But if you start wholesale ignoring them or just creating new rules or new spells for specific situations you can end up with even more unbalanced things. Anyway the Spell that fixed everything was Life Bubble. For when you need to walk around on the Moon.
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The Question IRL posted:Well thanks for saying that I have no imagination. One of the rules of D&D is explicitly about making up new spells to cover the shortfalls of the other ones. Also, hilariously, Prestidigitation probably actually works there since no one ever created a 'breathe thin air spell' explicitly.
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Zore posted:One of the rules of D&D is explicitly about making up new spells to cover the shortfalls of the other ones. I dunno if that works by the text of the spell, but if a player said "can we get around the altitude problem by creating 'crude and artificial looking' air" I'd say sure. Well, I would probably say "what is this oxygen nonsense, everyone knows the air gets richer as you approach the domain of the gods", but either way.
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Carrasco posted:I dunno if that works by the text of the spell, but if a player said "can we get around the altitude problem by creating 'crude and artificial looking' air" I'd say sure. This is Good DnD right here.
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Carrasco posted:Well, I would probably say "what is this oxygen nonsense, everyone knows the air gets richer as you approach the domain of the gods" Owns, will be applying this logic liberally. D1Sergo fucked around with this message at 21:28 on May 5, 2016 |
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# ? Jun 18, 2024 17:14 |
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The Question IRL posted:In answer to your question D&D as a game has it's flaws and shoddy rules. But if you start wholesale ignoring them or just creating new rules or new spells for specific situations you can end up with even more unbalanced. The first and most important rule of D&D, indeed any GM-driven game, is that the GM is the final arbiter and can overrule what's in the books. It's not about "balance". If the GM says you can get a spell to solve a problem, it doesn't matter if such a spell isn't in a published book. Likewise it's the GM's prerogative to ban something (in a published book or not) for the purposes of their own game. After one glorious
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