I'm setting up a scenario where the party will be attacked by a human rogue.
He's fighting with
1. Scimitar of speed
2. Scimitar +1
And has two-weapon fighting
So he can attack as a bonus action from both the scimitar of speed and from two weapon fighting. My question is essentially, is this potentially two attacks a turn or three?
NPCs aren't bound by the same rules that Player Characters are.
Not the same design rules anyway. They do follow the same combat rules: 1 action, 1 bonus action (mentioned earlier), 1 reaction unless a feature grants otherwise.
Not the same design rules anyway. They do follow the same combat rules: 1 action, 1 bonus action (mentioned earlier), 1 reaction unless a feature grants otherwise.
You just said they are bound by the same rules unless they aren't :p
Not the same design rules anyway. They do follow the same combat rules: 1 action, 1 bonus action (mentioned earlier), 1 reaction unless a feature grants otherwise.
You just said they are bound by the same rules unless they aren't :p
No, design rules are different than behavior rules. All creatures are bound by the same behavior rules, giving them the same choices of actions on a turn and the same guidelines for what they can and cannot perceive. Player Characters have a specific set of design rules, giving them access to class features, options for spell casting, etc. Monsters have a different set of design rules, giving them various attacks, abilities, defenses, and extra actions.
Not the same design rules anyway. They do follow the same combat rules: 1 action, 1 bonus action (mentioned earlier), 1 reaction unless a feature grants otherwise.
You just said they are bound by the same rules unless they aren't :p
Actually players are bound by the same "unless a feature grants otherwise" clause. The common example for players is action surge granting an extra action.
I'm going to stick to two attacks just so that the players don't complain about being treated arbitrarily. Well actually, I'm not because I'm going to let the NPC dramatically drink a potion of speed first (or snap the jewel of speed or something else pointlessly dramatic).
Although
Potion of speed - no bonus to initiative?
It strikes me that there's something really odd about the haste spell. The user has double movement, increased AC, advantage on dex saving throws, gains an additional action, but there's no bonus on initiative. So someone's bouncing off the walls like a Tasmanian Devil, but still feasibly acts last. I can see that it's awkward to change the order once the fight has started if someone drinks the potion, but this seems an odd oversight.
it's awkward to change the order once the fight has started
The combat order once the battle has started is irrelevant anyway. Nobody is acting "first," they are acting "next." I do somewhat agree that it should give advantage on initiative checks if you were for some reason under the effect before combat started even though there would otherwise be no benefit.
There are spells with effects that are actually useless, why not have a spell with an effect that is only mostly useless.
It's unlikely that Haste would be up before a fight breaks out. In any case, speed isn't the same thing as reaction time, which is what initiative is trying to simulate.
Hello
I'm setting up a scenario where the party will be attacked by a human rogue.
He's fighting with
1. Scimitar of speed
2. Scimitar +1
And has two-weapon fighting
So he can attack as a bonus action from both the scimitar of speed and from two weapon fighting. My question is essentially, is this potentially two attacks a turn or three?
Thanks very much
Two attacks, as he only has one bonus action. The bonus action can be used for EITHER the Scimitar of Speed, or the two-weapon fighting.
Pun-loving nerd | Faith Elisabeth Lilley | She/Her/Hers | Profile art by Becca Golins
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"We got this, no problem! I'll take the twenty on the left - you guys handle the one on the right!"🔊
This is an NPC, correct? Alternately you can give him Multi-attack and let him attack as many times as you need!
This is the correct answer under RAW.
DICE FALL, EVERYONE ROCKS!
This is also very true - as a DM, you create NPCs with the stats that you want, to provide the desired challenge for your players.
NPCs aren't bound by the same rules that Player Characters are.
Pun-loving nerd | Faith Elisabeth Lilley | She/Her/Hers | Profile art by Becca Golins
If you need help with homebrew, please post on the homebrew forums, where multiple staff and moderators can read your post and help you!
"We got this, no problem! I'll take the twenty on the left - you guys handle the one on the right!"🔊
Not the same design rules anyway. They do follow the same combat rules: 1 action, 1 bonus action (mentioned earlier), 1 reaction unless a feature grants otherwise.
You just said they are bound by the same rules unless they aren't :p
"Not all those who wander are lost"
No, design rules are different than behavior rules. All creatures are bound by the same behavior rules, giving them the same choices of actions on a turn and the same guidelines for what they can and cannot perceive. Player Characters have a specific set of design rules, giving them access to class features, options for spell casting, etc. Monsters have a different set of design rules, giving them various attacks, abilities, defenses, and extra actions.
They are very different things.
Actually players are bound by the same "unless a feature grants otherwise" clause. The common example for players is action surge granting an extra action.
Got it. So you can’t do something. Unless you can :p
"Not all those who wander are lost"
Thanks very much, that's really helpful
I'm going to stick to two attacks just so that the players don't complain about being treated arbitrarily. Well actually, I'm not because I'm going to let the NPC dramatically drink a potion of speed first (or snap the jewel of speed or something else pointlessly dramatic).
Although
Potion of speed - no bonus to initiative?
It strikes me that there's something really odd about the haste spell. The user has double movement, increased AC, advantage on dex saving throws, gains an additional action, but there's no bonus on initiative. So someone's bouncing off the walls like a Tasmanian Devil, but still feasibly acts last. I can see that it's awkward to change the order once the fight has started if someone drinks the potion, but this seems an odd oversight.
The combat order once the battle has started is irrelevant anyway. Nobody is acting "first," they are acting "next." I do somewhat agree that it should give advantage on initiative checks if you were for some reason under the effect before combat started even though there would otherwise be no benefit.
There are spells with effects that are actually useless, why not have a spell with an effect that is only mostly useless.
Fair point
Bleaker outlook than I was perhaps expecting though :)
Cheers
The Forum Infestation (TM)
use the DMG speed factor initiative modifiers variant initiative rule. Give haste a +5 or whatever you feel is fair.