Habololy Forum

General Category => 20 Season Tournament => Topic started by: Asinjin on November 08, 2012, 09:04:22 PM

Title: Rule Discussion
Post by: Asinjin on November 08, 2012, 09:04:22 PM
Should a player be able to cast a spell in the prep round(s) on himself which effects the area around him, so that at the beginning of the duel, because of the starting distance, his opponent is immediately in the area of effect of the spell?

Example: Control Temperature, or raise the temperature around you in the prep round to a very high level, and you are immune to heat.  Your opponent, starting 15 feet away, is immediately caught in the heat and is not immune.

Discuss...
Title: Re: Rule Discussion
Post by: Windblade on November 08, 2012, 09:24:46 PM
I assumed this was already a rule since it was in our 2nd edition rules.  However, since it isn't a rule at this point I think we really need to implement it.  If not then there are just way too many ways to abuse this and create unwinable starting scenarios for your opponent. 
Title: Re: Rule Discussion
Post by: Malchia on November 08, 2012, 10:03:04 PM
Windblade has the right idea.  Anything that basically forces an opponent to make a save the instant a round begins is unfair.  Someone could potentially win without even winning initiative.   
Title: Re: Rule Discussion
Post by: Asinjin on November 09, 2012, 09:21:11 AM
Master Po can't post right now, but he wanted me to pass this thought along:

A light spell effects the area beyond your starting square.  You could potentially fight an opponent that light has a bad effect on (a drow for example).  Can you then not cast light in preparation?
Title: Re: Rule Discussion
Post by: Windblade on November 09, 2012, 10:36:32 AM
Master Po can't post right now, but he wanted me to pass this thought along:

A light spell effects the area beyond your starting square.  You could potentially fight an opponent that light has a bad effect on (a drow for example).  Can you then not cast light in preparation?


I think the answer would be no if the light spell harms people. However, this circumstance is extremely rare when this would matter especially in our tournament where there aren't any Drow and the purpose of the rulel is protect us from unbalancing situations in our tournament.  However, I can break it down a bit anyway.

1.  Drow being higher level.  This situation would only occur in the rounds that were random since no one would pick a dark area while fighting a Drow.  Unless it was beneficial to them in which case that wouldn't cast light anyway because they wanted it to be dark.

2. If the Drow were lower level then they would have to happen to craft a scenario were this particular thing would impede them.  Again unlikely but more possible then in the above scenario.

So I would hate to make a rule based on this particular case especially when in this case it will likely not matter most of the time anyway.  So I think for the sake of abusing this rule with other spells then the light spell would have to be prohibited in rounds where it effects other people immediately.  Same for any other spells.  You can cast control temperature in the prep round as long as the opponent didn't start in the effected area.




Title: Re: Rule Discussion
Post by: Asinjin on November 09, 2012, 10:49:28 AM
So can you place your opponent in a dark place, where you have darkvision, and if you start within 15 feet, your opponent can't cast light because it would effect you?
Title: Re: Rule Discussion
Post by: Asinjin on November 09, 2012, 12:19:33 PM
Would a possible solution be to allow these spells to be cast, but allow a person caught in it a saving throw where it would normally not be allowed?

THe same concept holds for a summoned creature and a magic circle.  If the creature is within the range of the circle when it is cast, it gets a save to ignore the effect of getting pushed out.
Title: Re: Rule Discussion
Post by: Windblade on November 09, 2012, 03:47:37 PM
I don't like the idea of modify spells like that.  It is a slippery slope.
Title: Re: Rule Discussion
Post by: whitesword on November 09, 2012, 05:13:46 PM
I would not allow spells that modify the setting in the prep rounds. If you could do that you could theoretically force your opponent to make saves before the fight ever starts.
Title: Re: Rule Discussion
Post by: Asinjin on December 28, 2012, 05:16:13 PM
If there is a round with an odd number of characters, the highest ranked character gets a bye.

Question: Should that character have the option (opponent unknown) of choosing to pass up the bye in order to get it in a later round?
Title: Re: Rule Discussion
Post by: whitesword on December 28, 2012, 05:55:28 PM
If there is a round with an odd number of characters, the highest ranked character gets a bye.

Question: Should that character have the option (opponent unknown) of choosing to pass up the bye in order to get it in a later round?
No
Title: Re: Rule Discussion
Post by: Windblade on December 28, 2012, 06:17:28 PM
No
Title: Re: Rule Discussion
Post by: Valdis on December 31, 2012, 06:25:29 PM
No
Title: Re: Rule Discussion
Post by: Windblade on January 21, 2013, 08:30:10 PM
Another rules question I thought of that would be worth discussing.  We have a house rule right now that a person is not flat footed if they lose initiative.  Not a rule I agree with but it is already settled so that is fine.  However, this has a consequence that I think we should change.  Normally you cannot use an immediate action if your are flat flooted. This prevents someone from casting an immediate action spell if they lose initiative.  Since we got rid of flat footedness based on initiative, a spellcaster can now cast an immediate action spell even if they lose initiative.  I think being able to cast a spell on your opponents turn when you lose initiative is too powerful and skews the field even more towards casters, which is already a problem to begin with.  I think we should not allow immediate action spells in the 1st round if you lose initiative.  Of course as always the DM could cut this conversation short and make a ruling but I think it is worth discussing.
Title: Re: Rule Discussion
Post by: Asinjin on January 21, 2013, 08:38:57 PM
I won't cut the conversation.  We have ruled in the past, specifically for the Suian and Tyrogatorian competitions that because it is a setting where both opponents clearly know they are in a dangerous situation and wouldn't be caught flat footed since they would be aware of danger and alert immediately.

I held that ruling over from the Suian and Tyrogatorian tournaments, and it has already be used in this tournament and it will come up again, so it is not an irrelevant debate.
Title: Re: Rule Discussion
Post by: whitesword on January 21, 2013, 09:44:34 PM
Another rules question I thought of that would be worth discussing.  We have a house rule right now that a person is not flat footed if they lose initiative.  Not a rule I agree with but it is already settled so that is fine.  However, this has a consequence that I think we should change.  Normally you cannot use an immediate action if your are flat flooted. This prevents someone from casting an immediate action spell if they lose initiative.  Since we got rid of flat footedness based on initiative, a spellcaster can now cast an immediate action spell even if they lose initiative.  I think being able to cast a spell on your opponents turn when you lose initiative is too powerful and skews the field even more towards casters, which is already a problem to begin with.  I think we should not allow immediate action spells in the 1st round if you lose initiative.  Of course as always the DM could cut this conversation short and make a ruling but I think it is worth discussing.
It should be noted that you are only flat footed for the first round of the encounter when you lose the initial initiative roll. We have modified the rule in several aspects. In addition to not being flat footed we have allowed you to make attacks of opportunity. These changes make losing initiative not such a big deal, however we don't reroll every round, which means the loser is stuck with going latter every round. Changing these rules has probably led to some muddling of action rules in general but on the whole I think they make sense and streamline game play.

With that out of the way, I completely agree with Windblade that you should not be able to use an immediate action, in the first round, when you lose initiative.
Title: Re: Rule Discussion
Post by: Terrorshard on January 23, 2013, 10:48:59 AM
I won't cut the conversation.  We have ruled in the past, specifically for the Suian and Tyrogatorian competitions that because it is a setting where both opponents clearly know they are in a dangerous situation and wouldn't be caught flat footed since they would be aware of danger and alert immediately.

I held that ruling over from the Suian and Tyrogatorian tournaments, and it has already be used in this tournament and it will come up again, so it is not an irrelevant debate.

I agree with Derek.  The combatants are aware of danger and would not make sense to be caught flat footed because they lost the initiative roll.  That makes sense.  Now the question is what the power level of the immediate actions in question.  I would need an example of a few that would tip the scales of power in a match where someone winning initiative over the wizard is crucial.  If You can say...ok that really tips the power scale too much in favor of the wizards then that would be more open for debate.  As a rule question and what makes sense to me, I agree with Derek.
Title: Re: Rule Discussion
Post by: Asinjin on January 23, 2013, 11:01:49 AM
One example of an immediate action is Improved Mirror Image. 

http://dndtools.eu/spells/players-handbook-ii--80/mirror-image-greater--2987/
Title: Re: Rule Discussion
Post by: Terrorshard on January 23, 2013, 11:18:32 AM
One example of an immediate action is Improved Mirror Image. 

http://dndtools.eu/spells/players-handbook-ii--80/mirror-image-greater--2987/

That is quite strong for sure.  That is the real debate.
Title: Re: Rule Discussion
Post by: Valdis on January 23, 2013, 08:19:42 PM
I agree that you should not be able to cast an immediate spell in the 1st round if you lose initiative  For those who need more convincing, here are some spells that are cast as immediate actions:
Title: Re: Rule Discussion
Post by: Malchia on January 23, 2013, 08:27:28 PM
I'm curious...does anyone have any of these spells or is just a generic discussion for future situations?
Title: Re: Rule Discussion
Post by: Asinjin on January 23, 2013, 08:35:29 PM
Asinjin does.
Title: Re: Rule Discussion
Post by: Asinjin on January 23, 2013, 08:36:23 PM
Asinjin, Grant, and Enzo do.
Title: Re: Rule Discussion
Post by: Asinjin on January 23, 2013, 08:38:09 PM
That's enough people weighing in and in agreement, so going forward, it is disallowed.