fabricate combat uses

If you use a feature such as Arcane Abeyance or similar to avoid the casting time on the spell fabricate, could you use it in combat, for example, turning an enemy in plate armor’s armor into an iron maiden on them or a rouges leather armor into a gag and restraints? even if you cannot build it on another creature, removing a tree from under an enemy scout. it specifies "raw materials" however that is not defined, nor is the required area for the item to be created, only for the raw materials so could you turn a bunch of wood within 120ft into a block of wood 100 miles in the air? it also doesn’t specify how the raw materials move, if an enemy is between a tree and where I place my block of wood, does the tree move around them to avoid harm or would it go through them? it also does not specifies how many resources are needed nor whathappens to extra resources, if you cast the spell targeting the 120ft cube of the ground in front of you and want to turn it into something "large" would it all be compressed, some of it left where it was, or just vanish?

PC terrified of dying in combat

Relatively new DM with a group of 5 PCs (some with ttrpg experience, some not) through a twist on the essentials kit module. One absolute first time PC is running a 3rd level rogue with low HP 13, lower even than our party wizard.

My issue occurs in combat encounters: the moment the rogue takes any damage the player becomes terrified of their PC dying and essentially flees the battlefield. This makes balancing combat difficult as now a combat balanced for 5 PCs is effectively being run against 4 PCs.

Any advice on how I can help my player engage in combat without as much anxiety? I have already discussed that death does not mean the end to their involvement in the campaign, and told them that in a few levels they will have access to resurrection magic, to no apparent avail. Advice greatly appreciated!

Monk Level Advancement Combat Competitive Advantage


Question

Is there a fair way to give a character monk an advantage in the monk’s combat to advance a level in AD&D 1st edition? What has worked for you?

Definition

A Fair Competitive Advantage would be some inherently, built-in advantage like more hit points than the opponent. Or it could be an unarmed combat choice of skills per attack. But it does not allow a magic item which would violate the Lawful code of the Monk’s combat.

References

  • Unearthed Arcana (UA) describes Vanquishing as non-lethal combat on p109.
  • Dungeon Master’s Guide (DMG) describes Pummeling Grappling Overbearing on p72-73. It states,

"Monks: Even if grappled, pummeled, or overborne, monks are able to conduct open hand combat normally until stunned or unconscious."

  • The Player’s Handbook (PB) pages 30 to 32 PHB says
    • strictures 6)

    "The monk must find and defeat in single combat, hand-to-hand, without weapons or magic items…" "The loser of these combats loses enough experience points to place him or her at the lowest number possible to attain the level just below the new level."

    • stunning

    "the monk has a chance to stun, or even kill, an opponent. An opponent is stunned by a monk for 1-6 (d6) melee rounds if the score of the monk’s ‘to hit’ die score exceeds the minimum number required by 5 or more."

Combat table

The combat tables show a 15% to 25% chance of stunning from levels 8 through 17. By level 9, a monk attacks twice per round or more. A monk could stun and then attack the stunned opponent up to 12 times at level 9 . This means the winner is effectively decided by the first one to stun.

Options

Things I thought of as a Fair Competitive Advantage so far are:

  1. The character has a 16 CON, but the NPC has <= 14 CON. The character would get 2 extra HP per level. But any NPC that made it through 2 or more combats would likely have a 16 CON anyway.
  2. Module X2 Castle Amber has encounters that reward a chance for permanent +d4 hit points or a permanent bless ( +1 hit +1 damage +1 save ). This is not enough to overcome an unlucky stun or 2 stuns.
  3. Some combination of pummel, grapple, overbear and monk hand to hand. Does a monk get multiple pummel, grapple, overbear attacks per round as the monk advances levels? For example, do you overbear once and then attack hand-to-hand the rest of the combat?
  4. Oriental Adventures (OA) The book contains differentiated martial arts styles, damage and AC. This question is about advantages or style differences not in the OA. It’s fine if that is the best solution, just wanted to know about other alternatives too.
  5. Is there some ability, module, monster, or encounter that provides a permanent Save vs Paralyzation when stunned instead of automatic stun?
  6. Can a monk self-heal (Special Ability E) while stunned?
  7. Something else you have used.

Context

Without an advantage, the monks have the same probability of hit points, same AC, same to-hit, and same damage. The winner is a coin toss, effectively doubling the experience needed for a monk to advance beyond level 8. What have you tried that allowed you to advance a monk through the higher levels?

What are the fastest mundane ways to heal out of combat?

Let’s take an untemplated human who’s low on hit points. Let’s also say that, for whatever reason, they don’t have access to spellcasting, SLAs, supernatural abilities, magic items, psionics, or any class levels or feats that grant any of those things (so if there’s something that can help as a 10th level feature, but the class grants a Su ability at 9th level, that doesn’t count).

What’s the fastest way for them to heal an arbitrary number of hit points, only possessing/using entirely mundane (extraordinary) features and feats and not using any benefits tied to certain locations?

The standard method is to take a couple days of rest, regaining up to 2 hit points per level per day (4 with long-term care). Not bad, but we can probably do better.

The 6th-level Iron Heart maneuver Iron Heart Endurance takes a swift action and heals them for twice their level in hit points, but it only works until they have a bit over half their hit points. For a couple well-timed warblade levels, they can use this every other turn to get a bit above half health. That’s a start, but we need a way to fill in the rest.

There’s also the well-known Troll Blooded feat, but that’s Dragon Magazine. Let’s go for only WotC-published 3.5e (or unupdated 3e) material.

They could take Combat Vigor or Vital Recovery, but both of those require an actual encounter to take place. Maneuvers may be recovered after a minute of rest (ToB 40), but both those feats are explicitly once-per-encounter. They could carry around a bag of aggressive rats, but once they enter combat with one of them, they’re no longer meeting the "out of combat" criteria quite right.

And… That’s all I can think of. What other options does an entirely mundane character have for regaining lost hit points?

Mounted Combat: Ride-by attack + Overrun possible?

So the question is as follows:

Can a Cavalier declare a Ride-by attack and then use their mount to overrun the target (thus continuing the movement through the enemies square)?

  1. Is it enough for the Cavalier to have the Ride-by Attack? Would the mount need Charge Through?
  2. Who makes the overrun attempt (check)? The Cavalier (with his own stats), or the mount?
  3. What happens if the overrun attempt fails? Does movement end in front of the target, and does the target get an AoO since Ride-by failed?

Ride-by Attack states:

When you are mounted and use the charge action, you may move and attack as if with a standard charge and then move again (continuing the straight line of the charge). Your total movement for the round can’t exceed double your mounted speed. You and your mount do not provoke an attack of opportunity from the opponent that you attack.

Overrun states:

As a standard action, taken during your move or as part of a charge, you can attempt to overrun your target, moving through its square. You can only overrun an opponent who is no more than one size category larger than you. If you do not have the Improved Overrun feat, or a similar ability, initiating an overrun provokes an attack of opportunity from the target of your maneuver. If your overrun attempt fails, you stop in the space directly in front of the opponent, or the nearest open space in front of the creature if there are other creatures occupying that space.

Charge Through states:

When making a charge, you can attempt to overrun one creature in the path of the charge as a free action. If you successfully overrun that creature, you can complete the charge. If the overrun is unsuccessful, the charge ends in the space directly in front of that creature.

My interpretation so far was:

  1. Declare Ride-by attack
  2. Charge
  3. Attack when in range (10 feet with lance)
  4. Continue movement (Ride-by Attack)
  5. Attempt overrun as part of mount’s charge action (or free with Charge Through)

So as follows (C = Cavalier, T = Target, x = empty square)

Cavalier attack:

x x x x T x x x x x C x 

Overrun CMB

x x x x T x x C x  x x x  

When overrun succeeds, continue moving through enemy square as per Ride-by attack (not taking any AoO). When overrun fails, stop movement in front of enemy, and take 1 AoO (as Ride-by failed) if AoO is applicable.

As Ride-by Attack is worded, nothing stops the Cavalier from doing a Charge, attacking with a lance (reach), and then using the Ride-by Attack to continue the movement for 1 more square (thus being adjacent to the enemy). The mount is then in melee range and should be able to make an overrun attempt and thus continuing the movement through the enemy square, if successful?

Am I missing some ruling, FAQ or errata here?


Bonus question!

Am I correct in my understanding that, with Ride-by Attack, I can:

Charge -> Attack with Lance -> Move 1 more square -> Have mount make 1 attack?

Can I use Zephyr Strike outside of combat to increase my running speed?

The spell Zephyr Strike, from XGE, has the following text:

You move like the wind. Until the spell ends, your movement doesn’t provoke opportunity attacks. Once before the spell ends, you can give yourself advantage on one weapon attack roll on your turn. That attack deals an extra 1d8 force damage on a hit. Whether you hit or miss, your walking speed increases by 30 feet until the end of that turn.

Clearly this spell was written with combat in mind. I’m curious what support, if any, exists for using it outside of combat for the purpose of increasing a character’s movement speed, for instance in a foot chase.

What I would like to happen: I cast Zephyr Strike, waive the attack, and immediately trigger the bonus 30 feet of speed (say, to 60 ft). Since Zephyr Strike’s casting time is a bonus action, I then take the dash action, doubling my speed to 120 feet. I have this speed for 6 seconds.

My interpretation of the spell as written: The bonus to speed requires the player to take the attack action. The extra speed only lasts until the end of the turn. So to gain the speed benefit, a player must attack something, which uses their action and prevents the use of the dash action while under the effect of the spell.

Obviously the DM can rule however they want, but I’m curious what support the rules might have for my preferred outcome.

Creating a character able to climb while in combat to attack from above

I have played D&D for 8 years now but I’m not that good with character building, so I thought this would be the place to be!

I know that our next adventure will involve a citadel as the main stage of the story. What I would like to make is a character who can climb on walls/ledges, etc. in small alleys or just on the main street walls. My vision is to sneak attack from up high with a bow, or leap down onto the enemy with daggers.

I think it should be some kind of assassin with a bow and good climbing skills. I don’t even know if this is possible or even worth playing.

My group use the all 3.5 books, and the campaign should play from level 1 to about 16–18.

Trading wands back and forth in combat

Long story short, our party (4 members) was in a combat against a couple of magical creatures.

The only thing that we had that could deal damage was a wand of magic missiles (because of previous events of the day).

Only two of our members could use magic items.

They stood next to each other and each turn they used their standard action to use the wand and their move action to give the wand to the other. (they did that for a couple turns)

Is that legal? Is there a cool down for wands or something preventing that exchanging it twice per turn?

Is it a game breaking house rule, if all in combat healing source heals the rollable maximum?

In the next week I will start a new campaign where I will be the DM. The players will be totally new to the DnD World, and because of that, I want to let them to freely choose the class and race which they want to play, but it seems like there will be no healer PC, just damage dealers and some kind of PC which maybe will have some healing.

I want to play with them in a relatively long campaign (I’m planning from level 1 to 20) and because of that, I really want to give them more opportunity to overcome the missing healing power. Will it break anything, if I let the semi-healer PC to heal the maximum roll-able number with any healing skill, which he/she uses in combat? For short rest I wouldn’t allow this house rule, so I really want to know, if it would be too powerful in combat house rule or not, and why?

How many humanoids fit in a 10′ square when NOT in combat?

A typical humanoid, in combat, tends to occupy a 5′ square. Whilst brandishing sharp &/or dangerous weapons this just makes sense. Rules change for squeeze situations, pending relationship(s) – be they friend, foe, romantic (thus both), necessity (neither) or ‘strictly business’. These ‘combat &/or squeeze’ rules are somewhat realistic, makes intuitive sense and work well for in-game rulings.

Contrast this with reality:

Real world humans do not tend to observe nor respect one another’s boundaries. See any concert, crowded elevator, zombie movies – or try to enforce social distancing in most retail locations – you will observe very different situations.


Why This Is Relevant To D&D & To ALL ‘Role-Playing’ Gaming:

  • Seven goblins in a snowfall, backed up to a tiny bluff. Whilst huddling up to a tiny fire they are hit by bon-firing / cantripping that hits a large number of them.

  • Whilst thirty-three zombies cluster-reach through a portcullis a large urn of oil (above) pours & splashes down and is set ablaze.

  • Three clumsy ogres slip-fall into a 10′ cube-pit and seek to angrily push-throw one another out.

  • A blue dragon (lightning: ‘long and narrow’) breathing on the crush of two phalanx groups clashing – how many are shocked?

Related:

What is squeezing? – this defines what is in the 5e rules on squeezing during combat, including more squishy shapes, oozes and such.

Can medium creatures squeeze into smaller spaces? – this rehashes the rules quite well, including what a squeeze does to combat tactics.

What minimal space can a creature go through whilst squeezing? – this one requests information how much space a single creature (usually medium humanoid) needs. This also seems to suggest that i will also not find an answer for this ‘how tight is a group’ question.


Question Repeated: What rules exist in any edition to tabulate density of crowded groups in tight, pressing, forced or out-of-combat situations?

Note to editor: I searched Stack Exchange and found the above three previous questions / if i have missed this please accept my apologies. Also, any ruling from any roleplaying book, even if not 5e, could be excellent – i am encouraging any answer at this time. A good answer might even be from people who run concerts, dances or any other crowded pre-COVID events that – any that manage flows of moving-standing persons. Any guide would help. I may have to repost this in a different section of Stack Exchange or even (shudder), Reddit.