Per the horribly worded description:
While you wear these boots, your walking speed becomes 30 feet, unless your walking speed is higher, and your speed isn’t reduced if you are encumbered or wearing heavy armor.
But there are multiple ways in which a characters speed can be reduced beyond encumbrance. For instance, the Sentinel feat:
- When you hit a creature with an opportunity attack, the creature’s speed becomes 0 for the rest of the turn.
Another example is being grappled:
- A grappled creature’s speed becomes 0, and it can’t benefit from any bonus to its speed.
I highlighted the word becomes in these descriptions because, in the English language, it would indicate a one-time change. So a boy BECOMES a man. A seed BECOMES a plant.
But the Boots also say, “While” — A continuous duration. This puts the description at odds.
A character wearing the Boots has there walking speed “become” 30 feet unless encumbered or wearing heavy armor. They are hit by and NPC with the Sentinel feat so there speed “becomes” 0. Now what?
Does the character’s speed re-become 30 feet allowing them to keep moving? Or are they forced to stand still?
I seem to recall there being another magic item that uses the a phrase similar to “cannot be reduced below” but so far my search has come up empty.
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4e had a skill called Dungeoneering which was used for recognizing hazards and knowledge of some monsters. This skill doesn’t exist in 5e. Clearly Perception and Investigation can be used to find traps, and thieves’ tools can be used to disarm them, but what skill gives knowledge of likely traps and what sorts of threats they pose?
Can you put ranks into knowledge skills that aren’t class skills?
As a sorcerer, Knowledge Engineering isn’t a class skill, can I still put ranks into it so I can do Engineering checks after I level?
I want the player characters to have lots of super-powers. For example, I want them to have inexpensive mental Modular Abilities with typically psionic abilities such as Psychokinesis and ESP and Mind Control (but no skills). Modular Abilities cost less if they are only mental. On the topic of Telekinesis, the main rulebook, page B92, says:
Psychokinetic: Your ability is part of the Psychokinesis psi power (see p. 256). This makes it mental rather than physical. -10%
I want to give the players all available savings, but I want to avoid double-dipping by giving the same discount twice.
In a normal campaign, level 10 Telekinesis would cost 50 points as a physical power, but 45 points as a Psychokinetic mental power.
Now let us suppose that the player characters start off with Modular Abilities, mental advantages only. Assume each mental advantage costs 45 points, and only one can be used at a time, so this power is a one-slot modular ability, base cost 5 points, slot cost 3 points per advantage point. $ 5+3\times45=190$ .
I think the basic cost should be $ 190-19=171$ , because the quasimoral power modifier deducts 10%. But I see in GURPS Supers, p. 46, that a wizard can have an extra 10% savings due to “mental advantages only” (i.e. no skills are allowed). So perhaps the basic cost of this mental slot should be 152.
[Question: which is more appropriate, 171 points or 152 points?]
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I’m looking to incorporate monsters that mess with and/or manipulate time as a form of attack. I noticed the Githyanki have some abilities around time. Are there other extra planar monsters that have time manipulation of any type? How would I find a reference to these?*
So i have started seeing this a lot in portfolios of designers.
This person has a title that says “My Skills”, and at the bottom are bar graphs that are in percentages. So I asked this question – “What do the Percentages mean” ? If you say Photoshop = 85%, does that mean you know 85% of all there is to know about Photoshop?
What is a good way to represent this
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