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  1. #1
    Community Member Kaervas's Avatar
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    Sep 2009
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    Default Check to avoid interruption of using an object

    If you are damaged while using an object (such as opening a door, pulling a lever, etc) one of two checks are made.

    Concentration check: Skill+d20 vs DC=damage taken
    Strength check: Mod+10+d20 vs DC=damage taken
    Whichever check has the higher modifier before the d20 roll is used. Eg. a barbarian with 10 Concentration (from his Con mod) and a +20 Strength mod would always receive the Strength check, whereas a sorcerer with 45 Concentration and a +4 Strength mod would always receive the Concentration check.

    If the check is passed, the object manipulation continues uninterrupted.
    A separate check must be made for each source of damage suffered during the use of the object.

    Successful attacks which cause loss of control of your character will always interrupt object use.
    For example, if you were pulling a lever and fail your save against a Stunning Blow that dealt only 5 damage, even if you passed your Strength check, you would still be stunned and the lever would not be pulled.



    Alternate option:
    When manipulating an object, you can ignore interruption from sources of damage that deal equal to or less than (Character level/5)*Constitution Modifier.

    This option is more friendly to any class/race combination. Everyone is expected to have decent Constitution and everyone will cap out at level 20.

  2. #2
    Uber Completionist Lithic's Avatar
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    The whole point of interruptable actions is to keep zergers from running from door to door, leaving every monster behind to get stuck in doorways.

    Since they brought in NEW measures to curb zerging without killing (Dungeon alert), why would they make it easier now?
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  3. #3
    Community Member Kaervas's Avatar
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    Default

    Quote Originally Posted by Lithic View Post
    The whole point of interruptable actions is to keep zergers from running from door to door, leaving every monster behind to get stuck in doorways.

    Since they brought in NEW measures to curb zerging without killing (Dungeon alert), why would they make it easier now?
    There are already a number of dungeons where barriers don't drop until all the nearby creatures are slain, or the door is locked with a key found elsewhere/automatically unlocks when a specific monster is slain.
    I would prefer if those mechanics were used, if they really didn't want people zerging through a specific door.

    I think that across the game-world as a whole, regardless of whether you zerg or don't, the ability to ignore some hits when fiddling with levers, chests and whatever else will reduce the level of annoyance significantly.
    It's pretty easy to adjust the DC too.


    But overall you make a depressingly accurate point that I can't really say much against.

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