Sand, Serpents, and Scales
Cautious DMing Gameplay
Cautious DMing Gameplay
These are a series of extra rules and clarifications in order to prevent some of the worst abuses of the system
Entering a damaging square
A creature cannot suffer damage from entering a square or moving within a zone more than once per turn. If the creature suffers damage from starting their turn (or ending their turn) within such an area, this is independent and occurs regardless of whether they suffered damage upon entering a given square.
The same applies to effects that trigger upon exiting a square.
This also applies once per effect; if a creature enters two different damaging zones in the same turn, he can suffer damage both times, so long as they are not from the same power instance (for instance, “Swiss Cheese” created through Spell Accuracy).
Penalties to the same game stat do not stack. The following game elements are exceptions:
Concealment (Total Concealment) including the Blind condition, Cover (Superior Cover), Marked, Restrained. In addition, the “substitute mark” features of the Knight and Cavalier both stack with everything (Except the Marked condition itself), and the penalty to attacks from a Foe-Binder ring counts as though it comes from the Marked condition.
Any named game element that is explicitly cumulative with itself remains cumulative with itself.
A character can never have a persistent power bonus to attacks or to defenses greater than +6. This is to prevent circumstances where a character uses a daily power to become essentially impossible to hit.
A “persistent” bonus is one with a duration of Sustain Minor or longer.
Vulnerability to damage
A creature that suffers damage of multiple types (including a single “instance” of damage that has multiple damage types applied separately) adds only the highest vulnerability to the damage dealt. For instance, a creature hit by an attack that deals 5 fire damage and 5 cold damage that has vulnerable 3 cold and vulnerable 5 fire suffers a total of 15 damage, not 18 damage.
“Secondary Striker Features”
In order to keep damage values somewhat under control, each character can only benefit from one secondary striker feature. A secondary striker feature is a class feature, paragon path feature, epic destiny feature, or feat that adds a significant amount of damage to a character’s build, other than the primary class feature of a striker.
For instance, the ability to add strength modifier to sneak attack damage of a rogue with Brutal Scoundrel could not be combined with a paragon path that added dexterity modifier to damage 1/turn, 1/round, etc. Likewise, an Avenger with Painful Oath cannot benefit from the bonus damage to attacks offered by the Lyrander Windrider paragon path.
I’m aware that this rule is particularly harsh on a number of super-high damage builds, but that’s part of the point; each character should only pursue one secondary striker feature, rather than all of them. Thus, there’s not a lot of benefit to being a Genasi Wizard if you go Blood Mage.
Magical items do not count towards this limit.