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Rules Explanations

Monday April 05, 2004

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Petty Rulings

 

What It All Means...

Inventions & Discoveries

Sometimes the players wish to have access to black powder or Molotov cocktails, harnessed electricity or radioactive materials.  Obviously, I don’t want these things dropping into the game just because the player thought of it.  The PCs aren’t as technologically savvy as the players, and the game isn’t about accumulating gadgets (no matter what the power gamers say); it’s about teamwork, camaraderie, and good triumphing over evil.  However, not everything must forever remain in the vast annals of the future.  Someone had to invent the flush toilet.

To think up an original concept, roll a Knowledge check (specific to type of invention or discovery) against DC 25.  If the PC doesn’t have this specific Knowledge, roll a standard Intelligence check against DC 25.  Both of these rolls may be modified by +1 per week of successful research conducted.  Research is subject to a Gather Information check for each week against DC 20.  Retries are allowed 1/week.  Understandably, this process may take some time, but if the new-fangled thing is worth it, the player will invest the time.

Once the concept is born, the PC may try to build it himself with a Craft check (specific to invention or discovery) against DC 25.  Retries are allowed 1/week (c.f. rules for Craft skill).

If the PC do not have the necessary craft, he may try to impart his knowledge to a craftsman with a Diplomacy check (DC 25), modified by the bonuses of your Knowledge or Intelligence used above.  In addition, the craftsman must make a Gather Information check, modified by his Intelligence, against DC 20 to understand you properly and to grasp your idea.  Retries are not allowed with the same craftsman, but any number of additional craftsmen may hear of your concept.

Once the concept is successfully born and built, you have a new item/process/use to incorporate into the game.  DCs and retry frequencies listed above are minimum for the simplest of inventions.  Increase both proportionately for more complex inventions, and the DM is free to disallow some things entirely (like internal combustion engines) for the sake of game balance.

You will probably want to name the new thing after its inventor/discoverer or in a fashion according to the PC’s life and times.  There’s no reason why a Frisbee in Lorenvale must be called that…!

These rules also may be helpful with spell research or potion/poison brewing.

 

Identifying Magic Items

The identify spell has a base of eight hours casting time (per the Player’s Handbook).  In the Lorenvale campaign, this is shortened by 30 minutes for each bonus of Intelligence.  Casting time is further shortened by 15 minutes for each caster level.  For example, a 7th-level wizard with an 18 INT would cast identify in only 4¼ hours (30 min x +4 INT bonus (2 hours) + 15 min x 7 levels (1¾  hours) = 3¾ hours).

Only one item may be identified per spell cast, but as many abilities of the item may become known (for a multi-function item) as the caster has levels, from the least powerful to the greatest.  Consult this chart for guidance as to which functions will be revealed first:

     

     Function                                                 Order Identified

     Specific Pluses                                              1st

     Special Attribute (keen, slicked,

         glamered, silent, etc.) (each)                        2nd

     Minor Spell or Ability [1-3] (each)            3rd

     Conditional Pluses (+4 vs evil)                   4th

         or Extra Damage (+d6 fire)

     Any “At-will” Ability (each)                        5th

     # Charges Remaining                                 6th

     Moderate Spell or Ability [4-6] (each)      7th

     Alignment                                                     8th

     Intelligence                                                   9th

     Specific Purpose                                         10th

     Major Spell or Ability [7-9] (each)           11th

     Name and/or History                               12th

 

 

Note that highly intelligent magic items may not allow themselves to be identified unless the spell is cast by someone of sufficient level or of a specific alignment.  Even then, they may not reveal everything about themselves until their user has proven himself worthy of additional knowledge.

Cursed items pose special concerns, for most of them—if not all—are cleverly designed to avoid revealing their cursed nature.  The very process of identifying them is sometimes sufficient to trigger the curse, and the spellcaster must take special precautions against this heinous potential.  Without the proper safeguards in place, the spellcaster falls under the full effect of a cursed item at some point during the identify spell.  Most cursed items allow for a save, but some do not.

Usually, though, the cursed item will only be disguised under a false identity, and will not reveal its true nature until used, typically under the assumption that it is something other and is safe for use.  These curses, then, fall fully on the user and not the spellcaster.

All other standard rules apply as per the Player’s Handbook, including material components.

 

Perception / Memory Checks

Perception

Many “perceptions” of creatures can be handled by a Sense Motive or Diplomacy check.  But when dealing with inanimate objects or circumstances, these choices often make little sense.  When attempting to perceive the danger of a situation, the meaning of a symbol, the shortest path through a dungeon, or some similar condition, a Wisdom check may have to suffice.  At the DM’s discretion, this may be further modified by the character’s Intelligence bonus or the ranks in some other skill that is nearly applicable.  Success means the PC gains some clue as to the true nature of the thing he is studying; failure means he has no idea and must rely on instinct…or luck.  Of course, some spells will heighten one’s perceptions, and when employed, these should provide appropriate bonuses to the check.

Memory

Fortunately, the PCs are not as forgetful as the players can be.  However, the PCs are always dependent upon the players’ memories, which often fails between gaming sessions.  Often the memory lapse is legitimate, and the DM should be willing to help out.  Crafty (or lazy) players will learn to depend on this help, though, rather than keeping up with the details as they should.  In these cases, a “memory check” should be called for, requiring the player to make an Intelligence check against some appropriate DC for the piece of information he is trying to recall.  If successful, the PC remembers and the DM should provide the reminder.  Otherwise, the PC has forgotten it and must regain the information through Gather Information checks, asking other PCs, or the school of hard knocks.  Some spells heighten one’s clarity of mind, and when employed, should provide appropriate bonuses.  This system may also prove helpful when amnesia is the result of injury or a spell, and the DM needs to force a memory lapse upon the PC.

 

Item Saving Throws

The standard rules for item saving throws versus damaging spells or conditions is summarized in the following table:

 

 

Unattended

Attended (held, carried, worn, touched, etc.)

Non-magical Item

Receives NO saving throw; automatically fails and takes full damage.

Receives owner’s saving throw ONLY; if owner fails, item takes full damage.

Magic Item

Receives standard saving throw for items.

Receives owner’s saving throw; if owner fails, item receives separate saving throw, standard for items.

 

As an amendment to the rules, when an individual fails his saving throw by 5 or more, one random item of the top four most likely to be affected (see Player’s Handbook pg. 158) will be subject to damage.  When an individual fails his save by 10 or more, two random items of the top four will be subject to damage.  Should the save fail by 15 or more, all four items most likely to be affected will be subject to damage.

Saving throws for items, per the Player’s Handbook, are d20 +2 (base) +½ the caster level of the item versus the DC of the spell or condition.  If the caster level is unknown or too difficult or too cumbersome to find, an alternate system to use is d20 +2 (base) +modifiers from the following chart.  This doesn’t always arrive at the same result as the core rules system, but it usually gets close, and is the only way to figure it for homemade items (unless you’ve already calculated the caster level…).

 

                Specific Bonuses (Penalties)                                    +1 per bonus (also +1 per penalty)

                Special Attribute (keen, slicked, silent, etc.)               +1 per attribute

                Minor Spell or Ability [1-3]                                    +1 per minor ability

                Conditional Pluses or Extra Damage                    +1 per instance

(+4 if item’s specialty matches type of damage dealt [cone of cold on a frostbrand]; -2 if opposed to type of damage [cone of cold on a flametongue])

                Any “At-will” Spell or Ability                                 +1 per at-will ability

                Charged Item                                                            +1 for being charged

                Moderate Spell or Ability [4-6]                              +2 per moderate ability

                Alignment and/or Intelligence                               +2 for having alignment and/or intelligence

                Specific Purpose                                                       +2 for having specific purpose

                Major Spell or Ability [7-9]                                     +3 per major ability

                Name and/or History                                              +3 for having a name/history

 

All damage dealt to items is filtered through that item’s hardness reductions as per the standard rules.  The item is broken and rendered useless when it reaches 0 HP.  Magic items may be repaired and restored (for ½ their base price) so long as they are not destroyed.  An item is destroyed at –10 HP.

 

Teleportation

Teleportation is something akin to the process a global positioning satellite goes through to locate a spot on the map.  It’s a process of filtering down to a specific location, in these steps:  plane, continent/layer, nation/region, district, city, borough, building, room…or something along those lines.  These locators must be given during the casting of teleport to assure arriving on target.  If any of these are not known, the chance of arriving off-target is increased; if none is known, chances of a successful teleport should be like using a map.

A common practice (at least with my group) is to scry on someone, then teleport to their location.  This can be problematic if the caster hasn’t a clue where the target person actually is.  Viewing the inside of “a tavern room” somewhere on the planet isn’t really enough information to assure a successful teleportation.  It helps greatly, though, if the caster happens to catch the name of the tavern embroidered on the towels hanging next to his target, and he also knows in what city that tavern is.

To simplify matters of teleportation, the weight allowances given in the spell description are for objects only.  When the spell is used to teleport several individuals, allow the spell to affect one creature per three caster levels, including himself.  Thus, a 12th-level wizard could teleport himself and three party members, including all their normal equipment, but not a fifth party member, any of their horses, or any freestanding objects.

The spell may be used either for objects as per the Player’s Handbook, or for creatures as per this ruling.  It can affect either objects OR creatures at the caster’s choosing, but not both simultaneously, with the one exception that anything the creatures carry at the time of casting will go with them.

This spell costs 500 gp/level of caster if purchased as a scroll.  If purchased as a service, the caster must accompany the party, and probably will also charge them for his return trip.

If a “mishap” turns up when casting a teleport, roll a d20 and consult the following table, adding the specific result shown to the damage dealt as per the Player’s Handbook.

 

Teleportation Mishap Table

d20 Result
1-2 Sent nowhere.
3-4 Sent nowhere.  All recipients of spell stunned for d4 rounds.
5 Sent nowhere.  Caster falls unconscious for 2d4 hours and any other recipients of spell stunned for d4 rounds.
6 Sent to Ethereal Plane.
7-10 Sent to Astral Plane.
11-13 Sent to Alternate Plane.  Roll d10... 1 = Inner Plane; 2-9 = Outer Plane; 10 = Other Plane.  Consult the corresponding tables below.
14 Sent forward OR back in time (50% chance either) for d10 x d10 years to the same location.
15 Non-living matter is unaffected; only the bodies are teleported to a desired location.
16 Living matter is unaffected; ALL objects in 30’ radius of caster (whether freestanding, worn or carried) teleported to desired location, up to weight limit of spell.  No save for any object.
17 One of the recipients of spell is teleported into a solid object (or creature) & 50% chance for each other recipient to share a similar fate.  Roll d8 for each recipient fated thus...  1-3 = shunted aside object, but you take 6d6 damage; 4-6 = object destroyed, and you take 12d6 damage; 7 = body melded with object; 8 = soul trapped inside object, body dissipated but mental traits remain.
18 Each recipient of spell sent to a different random location on current plane.
19 Each recipient of spell sent to a different random location on a different random plane and in a different random time.
20 Molecular dispersion across the Astral Plane.

 

Alternate Planes

d12 Inner Planes   d12 Other Planes
1 Negative Energy Plane   1 Plane of Shadows
2 Elemental Plane of Fire   2 Plane of Mirrors
3 Para-elemental Plane of Magma   3 Region of Dreams
4 Para-elemental Plane of Steam   4 Doppel Plane (reverse reality)
5 Elemental Plane of Water   5 Alternate Material Plane
6 Para-elemental Plane of Ooze   6 Alternate Material Plane
7 Para-elemental Plane of Ice   7 Alternate Material Plane
8 Elemental Plane of Earth   8 Alternate Material Plane
9 Para-elemental Plane of Dust   9 Temporal Energy Plane (plane of time)
10 Para-elemental Plane of Smoke   10 Myriad Planes (something bizarre)
11 Elemental Plane of Air   11 The Far Realm (beyond the cosmos)
12 Positive Energy Plane   12 Rip in Reality
         
d20 Outer Planes
1 The Abyss   11 The Outlands
2 Pandemonium   12 Ysgard
3 Carceri   13 Arborea
4 Hades   14 The Beastlands
5 Limbo   15 Mechanus
6 Gehenna   16 Elysium
7 The Nine Hells   17 Bytopia
8 Acheron   18 Arcadia
9 The Outlands   19 Celestia
10 The Outlands   20 The Infinite Staircase

 

Returning from the Dead

A few spells make returning from the dead possible.  These are raise dead, resurrection, limited wish (if used to undo the dice roll that killed the character), miracle, true resurrection and wish.  These spells are NOT available as scrolls or potions, though a rod of resurrection is a viable, albeit extremely costly item.  All information in the Player’s Handbook regarding these spells will be maintained, except as follows (and see this article concerning death in general):

Raise dead costs a base of 10,000 gp if the services are procured from a temple.  This base price may be adjusted upward or downward depending on current economics, location, party’s relationship with temple in question, and victim’s relationship with said temple.  The spell requires a four-hour ceremony whether performed in a temple or in the field.  These ceremonies are the same for game purposes, but temple ceremonies are certainly more elaborate and ostentatious.  Only one cleric is required to cast the spell, but several may be involved in a temple.  They all must be in reasonably good standing with their god, or he simply will not hear their plea.  The ceremony differs according to religion, but must be four hours long, uninterrupted.  After completing the ceremony, the spell is cast toward the end, and the victim is raised.  He must thereafter undergo bed rest for one full day or suffer exhaustion as stated in the DMG.

Resurrection costs a base of 25,000 gp if the services are procured from a temple, adjusted for the reasons stated above.  The spell requires an eight-hour uninterrupted ceremony, and only one cleric is required.  This cleric (and any others in attendance) must be in the highest standing with his god, or suffer a judgment of some appropriate kind.  After completing the ceremony, the spell is cast, and the victim is resurrected.  He must thereafter undergo bed rest for three full days or suffer exhaustion as stated in the DMG.

Miracle costs a base of 50,000+ gp if performed by a temple high priest.  Many factors are included in the difficulty of the miracle being requested, and will contribute to the ultimate cost of the spell.  The high priest simply must be impeccable in every way, or he will suffer the judgment due him.  A miracle requires no ceremony, only the sincerest, earnest, devoted prayers of the priest for the duration given in the PH.  Upon completion, the results are left solely to the DM’s discretion.

Limited wish costs a base of 20,000 gp if purchased as a service from an NPC spellcaster.  The limits are as per the Player’s Handbook, and these limits should be made known when procuring the spell.  Should the spellcaster attempt to cross the bounds of this limited spell, he suffers an appropriate ill effect (possibly a wild effect as per the chart, a baneful literal interpretation of the spell request, or mental damage of some kind).

Wish costs a base of 50,000+ gp to purchase as a service.  The limits are as per the Player’s Handbook, but as there is wide latitude for the DM to adjudicate the request, some room should be given.  This spell is given to quite literal (and not always advantageous) interpretations when its bounds are tested.  Should the spellcaster push the limits too far, attempting that which is not possible by this spell, he suffers an appropriate ill effect (a wild effect, reverse effect, worse possible interpretation, etc.) and severe mental damage.

True resurrection costs a base of 50,000 gp if the services are purchased from a temple, adjusted as above.  This spell otherwise differs in no way from the Player’s Handbook.

 

NOTE:  If the character does not actively worship a deity, there is a chance his soul will be floating about in the outer planes, lost and unknown of anyone.  The basis for this is that if the PC is a worshipper, then the deity actually knows of his existence, and will usher his soul to its proper place upon death.  Without this, it will take literally finding the PC’s soul on his corresponding alignment plane (and no one knows which this is, really), sending an avatar of the cleric’s deity to fetch it (not a thing to be done lightly), and bartering with the keepers of that plane to give it up (something that is not exactly free).  IF the party can find clerics who will enact the proper ceremony for a raising of this kind, the above prices will likely be doubled to cover all the extra headache and expenses the church will incur to perform the rites successfully, never mind “owing one” for the avatar’s services.

This is a contrivance on my part.  It forces the players to consider the state of their PC’s souls, and helps keep “coming back from the dead” from becoming a trivial matter.  Even the highest-level heroes should fear death.  It should be expensive to thwart, both financially and physiologically.  And there should be consequences for ignoring the deities that control the multiverse.

 

 

Penalty to Hit

RANGED Weapon Object Creature
Stationary Target -4 -6
Moving Target -8 -10
Target in Melee -12 -14
MELEE Weapon    
Stationary Target -2 -4
Moving Target -6 -8
Target in Melee -8 -12
Called Shots

Questions about called shots come up often in the Lorenvale campaign.  The situation usually looks like this: a monster is engaged in melee combat with some of the party, but one of the fighters stands to the outside (for various reasons) and decides he’d like to shoot an arrow into the monster’s eye.  Or, someone might want to knock the wand from a wizard’s hand…or trigger a mechanism from a distance…or even just hit the center of an archery target.  By definition, a called shot is a “placed” hit, one that is designed to inflict extra damage (at least), but usually intends specific damage and/or incapacitation.  An effect like this shouldn’t be easy, or everyone would be doing it.  The fact that the monster is moving about erratically in the melee with an ally already poses a –4 penalty to hit for firing into melee (which is negated with the Precise Shot feat).  But to hit a specific location on that flailing target should be a much harder accomplishment.  The rules for called shots are summarized here and in the above table.

A called shot is a special attack action that takes a full round to complete, and must be announced before attempted, providing attacks of opportunity because of the focused concentration required to hit such a specific point on a target.  A Concentration check is required at a base DC of 10 if the surroundings are generally serene and a base DC of 20 if the surroundings are generally chaotic.  The DM can extrapolate from there.  If damage is dealt from an attack of opportunity, the DC increases by the amount of damage taken.  Failing the Concentration check prevents the attacker from making a successful Called Shot.  The “Improved Called Shot” feat grants a +4 bonus to this check.

The benefits of a successful called shot may be left up to the DM, or this simple system may be used.  Assume a successful hit to deal critical damage automatically and penalize the target with a specific kind of damage (e.g. blindness) according to what was being attempted (e.g. an arrow in the eye).  If the attack roll indicates a critical threat, increase the multiplier for damage dealt.  If a natural 20 is rolled, assign maximum damage on an increased multiplier and add to the specific damage any compatible result of the “Critical Hit” chart.  A natural 1 on the attack roll yields the normal results.  The “Improved Called Shot” feat grants a +4 bonus to hit.

 

IMPROVED Called Shot (General, Fighter)

You are gifted at aiming your blows or shots in precise locations.

Prerequisites:  Base attack bonus +6, Weapon Focus (in weapon being used).

Benefits:  +4 to hit when making a “called shot” and +4 to Concentration checks.

Normal:  Penalties for calling a shot in both melee and ranged situations are shown above.

Special:  For ranged weapons, the penalties for called shots apply per each range increment, so that within two range increments, the penalties are doubled, and within three increments, they are tripled.

Bludgeoning Non-lethal Damage

Damage from bludgeoning weapons, from maces and quarterstaffs to fists and rocks, as well as damage from falls and falling objects, etc. are treated as follows:  the rolled damage in full is normal damage, and half that number, rounded down, is also non-lethal damage.  If someone hit with an ogre’s club takes 17 points of damage, his hit points are reduced by 17, and he adds 8 points of non-lethal damage.  As always, when the hit point score equals or falls below the non-lethal score, the character falls unconscious.  The other conditions stated in the core rules that contribute non-lethal damage are not abrogated in any way, but are upheld in the Lorenvale campaign.

Clobbered

“If a character takes half his current hit points in damage from a single blow, he is clobbered.  On his next turn, he can only take a partial action, and after that turn he is no longer clobbered.”  —DMG   This rule is a variant in the DMG that we incorporate fully into the Lorenvale campaign.

Close-quarters Situations

Melee combat in close quarters (e.g. hallway, ledge, crowded room, etc.) presents added difficulty to one’s accuracy in the fight.  Generally, “close quarters” is defined as any condition where there is less than 5 feet between combatants.  In close-quarters situations, an attack roll that is 10 or more below the minimum required number to hit presents a chance that some unintentional target is struck.  DM discretion will determine the other possible targets, whether friend or foe.  To determine whether the target is actually hit, roll the attack die again against the unintended target’s AC.  The accidental target is considered “flat-footed” unless specific feats or abilities override this.  A critical hit or “natch” in this situation is applied in full.  If a “crit” miss is rolled in close quarters, its results stack with the potential for striking an unintended target.  Attacks of opportunity, cleaves and redirects may also be subject to close-quarters fighting rules at the DM’s discretion.  The “close-quarters fighting” feat negates the possibility for an errant strike (but does not negate "crit" misses), along with the rules stated in Sword & Fist.

Critical Hits/Misses with Spells

Spells that cause damage can have critical results just as much as weapons do.  When the spell is successfully cast, roll a d20 and on a natural 20 only the damage is critical and the attack modified by the “Critical Hit” chart.  The spell might deal +1 damage to each die, use the next larger die size, or even deal maximum damage…as the DM sees fit.  Similarly, if the spell misses—this occurs for touch spells, ranged touch spells and rays—roll a d20 and on a natural 1, the attack is modified by the “Critical Miss” chart.  This ruling is also useful if the player wishes to apply a “called shot” with his spell.  In this case, the called shot penalty should apply just as if the attack were by a weapon.  Note: this includes even those spells that “never miss” (e.g. magic missile); they’ll hit the intended target all right, but only if you succeed at a called shot will you hit a specific spot.

Critical Success/Failure with Skills

If a player rolls a natural 20 on a skill check, and this is a success, the player is entitled to a second roll.  If that roll is also a success, then the skill will be deemed a critical success with the outcome being extraordinarily wonderful.  A pair of successive natural 20s is automatically considered the best possible outcome.  Likewise, if the initial roll for a skill check is a natural 1, and it is a failure, then a second roll is made, and if it also shows failure, then the skill is a critical failure and the outcome particularly awful.  A pair of successive natural 1s is automatically considered the worst possible outcome.  Unlike attack rolls and saving throws, there are no automatic successes or failures with skill checks…except for the successive pair of 20s or 1s.

Damage to Specific Areas/Specific Injuries

Damage accumulated in combat is assumed to be placed randomly through the creature’s body, with no attempts made at defining where the wounds are.  Unless the player announces that he it aiming for a specific location (i.e. called shot), damage dealt will not inflict additional penalty to the victim beyond that which is normal.  However, sometimes it is necessary to target specific areas of a creature’s body.  Occasionally, a critical hit (“natch”) will indicate specific injury to the target, with applicable detriment.  In these cases, knowing the effect of specific injuries (and how to recover from them) is important.  “When a specific body part takes damage, …apply a –2 penalty to any action that the character undertakes using that portion of his body.  …This penalty lasts until the character heals, either magically or by resting.  …A character [may] make a Fortitude saving throw (DC 10 + damage taken) to ‘tough it out’ and ignore the penalty.”  So reads the DMG.  In the Lorenvale campaign, these specific injuries cannot be cured by cure spells; it requires either one day of rest (inactivity) per hit point of damage from the specific injury (accompanied by an appropriate Heal check for attending the wounded) OR a heal or greater spell.  General wounds are healed just fine by the assortment of cure spells, but specific injuries (like broken bones, damaged organs, etc.) are not general wounds and are not measured merely by a reduction in hit points.  Analogy: cure spells are like first aid for cuts and bruises; heal, regenerate, & others are more like surgery.

Knock-back

Especially large weapons (from greatswords and orc double-axes to the fists of giants and the claws of dragons) can sometimes knock a PC off his feet.  To keep from gumming up the combat with even more charts or dice rolls, this determination is kept intentionally simple.  Any weapon or natural weapon that has the potential to deal 20 hit points of damage or more (including strength bonuses, applied skills, and applied feats), also has the potential to knock its target back.  (Example:  a +3 greatsword (2d6+3 or maximum 15) in the hands of a strong warrior (STR of 18 or +4 to damage) with Weapon Specialization (+2 to damage) who is enacting Power Attack (-4 to attack; +4 to damage) has the potential to deal 25 points of damage.)  Bonus damage from things like energy or alignment effects are included in this calculation.  With each successful hit, regardless of actual damage inflicted, the target makes a Reflex save (DC = actual damage dealt) or he is knocked back 1 foot for every point by which he missed his save.  Thus if the warrior in the above example dealt maximum damage (he rolled boxcars on his damage dice), his target would have to save at DC 25.  If the saving throw were a 10, he’d be knocked back 15 feet.  If a solid object prevents the target from falling back the full distance, then damage will also apply from slamming into that object.  Treat as a fall; that is, d6 hit points of damage per 10 feet he is knocked back, regardless of how far he actually traveled.  In any case, if the target is knocked back more than 10 feet, he must make a second Reflex save at the same DC or fall prone.  If he also slams into a solid object and takes additional damage, the Reflex DC to avoid falling prone increases by the additional damage taken from the slam.  This quickie system necessarily does not apply to certain creatures who use their attacks as grapples (to set up rake attacks, etc.) or where a knocked-back opponent would negate other abilities they might use.

This site was last updated 03/27/04