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2

I don't think there will be any balance issues. The most potent direct-damage (and thus easiest to quantify in terms of abuse potential) tactic I can see resulting from this house-rule is by using an 8th level Eldritch Knight's Action Surge. He could trade a standard action to cast Magic Weapon as a bonus action, spend his other standard action to cast the ...


7

It's situationally dependent, really. Keep in mind the golden rule of Fate: Decide what you’re trying to accomplish first, then consult the rules to help you do it. – The Golden Rule If you're only trying to remove the aspect, it's an overcome roll. If you want to "overwrite" the aspect, then by all means roll to create an advantage. But I would ...


6

The SRD only deals in directly removing aspects, rule wise. Removing a situational Aspect requires an Overcome roll, most of the time. From the Fate SRD: If you want to get rid of a situation aspect, you can do it in one of two ways: roll an overcome action specifically for the purpose of getting rid of the aspect, or roll some other kind of action ...


7

You can, in fact, do either. Per the Fate SRD: If you want to get rid of a situation aspect, you can do it in one of two ways: roll an overcome action specifically for the purpose of getting rid of the aspect, or roll some other kind of action that would make the aspect make no sense if you succeed. (For example, if you’re Grappled, you could try ...


2

The limits would ultimately be up to your GM. But consider this: Your familiar has an empathic link to you, would know that you are in danger and need assistance. Your familiar is intelligent and can make its own decisions. Your familiar would be familiar with equipment you have and could know what it is capable of, depending on dialogue with your ...


4

Yes, the action to make a web is a standard action because it is not specified otherwise. Using a special ability is usually a standard action, but whether it is a standard action, a full-round action, or not an action at all is defined by the ability. Source For the size of the web, it should be three pieces the exact size of the creature, so three 5 ...


2

Yes, because the system makes no distinction between jumping and any other form of movement in combat. See page 190 in the Combat section of the Player's Handbook. On your turn, you can move a distance up to your speed. You can use as much or as little of your speed as you like on your turn, following the rules here. Your movement can include jumping, ...


1

Since Thunderwave includes somatic components, I would be careful about that. Somatic (S) Spellcasting gestures might include a forceful gesticulation or an intricate set of gestures. If a spell requires a somatic component, the caster must have free use of at least one hand to perform these gestures. If you go with the rule that the cast must ...


1

I believe there are no specific rules that mention moving at the same time you do something, normally it considered in move/act/move again basis. With that said, I don't think there is anything inherently wrong with your logic, so it shouldn't be a stretch to be able to cast a spell on the apex of your jump. Now, I am a little lost in the sense that the ...


-2

The interpretation that my Adventurer's League group uses is that a dual-wielding attacker can attack with two light weapons as part of their attack action, provided they are holding both weapons at the beginning of their attack. Without the Dual-Wielding combat style the player does not get their ability modifier on their off-hand attack (which makes two ...


0

Having it take a full standard action is completely reasonable. If you hadn't asked, I would've just assumed that. That being said, this is an odd case since one doesn't normally divide actions. If the player isn't satisfied with needing to use a full action, it would make sense to rule that, with scrolls only, half a Standard action is a Minor action (or ...



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