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Subject: Fireballs, Cones and Zones...

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Sir Bozak The Damned
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Québec

02/22/2006 2:26 PM  
I have a problem with my players using Fireballs to target enemies behind them and not behing hit, unless in a restricted area and dropping them at a specific point, like a bomb controlled by a computer. It looks like the PH allows this, but I feel it is a stretch as are placing cones in just the perfect spot to actually hit enemies in the same zone as PCs, but using diagonals and placement, using those two types of spells to act like modern-day guided missiles. I think that should be saved for a Magic Missile that has a lower damage output, but guaranteed success and MR penetration as another boon. One of my players saw in "Neverwinter Nights" that there were cases where you could spot, say a third target with a Magic Missile but were unable to hit him and not because of range.

Also, I seem to hear many mistakes in that game that makes my players bend the rules, like my earlier disagreement about fighting with two weapons. We had another hour at least of arguing about that point saturday night...

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02/22/2006 2:54 PM  
Bozak, what I do for things like that in my sessions. Is make House Rules for your game. If your the DM you can make the rules. There is nothing in the book that states that it has too be this way. There is certain things in my game that I have made house rules with the players. Notice I said with the players...[:)]
Players who constantly bring up "the book" makes the game go longer and slower for the other players.Basic rules yes by the book but it doesn't have too be every single thing. you could make a house rule bud on spell casting...?
I do understand what your saying about how they perfectly place the spell in 3.5. I agree with you it just doesn't seem natural too have that much control of a spell.

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02/22/2006 2:57 PM  
Bozak, the rulebook is your best friend on these issues.
Check out:
http://d20srd.org/srd/magicOverview/spellDescriptions.htm

Spreads (such fireball), Cones (such Cone of Cold) and Lines (such as Lightning Bolt) are all area affect spells. So, you use the following part from the Aiming a Spell:
Regardless of the shape of the area, you select the point where the spell originates, but otherwise you don’t control which creatures or objects the spell affects. The point of origin of a spell is always a grid intersection. When determining whether a given creature is within the area of a spell, count out the distance from the point of origin in squares just as you do when moving a character or when determining the range for a ranged attack. The only difference is that instead of counting from the center of one square to the center of the next, you count from intersection to intersection.

Pay close attention to the grid intersection part and the usual counting method.
When using Spread (or Burst or Emanation) you select the spell’s point of origin and measure its effect from that point.
When using Cone follow this directive:
A cone-shaped spell shoots away from you in a quarter-circle in the direction you designate. It starts from any corner of your square and widens out as it goes. Most cones are either bursts or emanations (see above), and thus won’t go around corners.

It must start in a corener of the caster square. You cannot start it anywhere you want.
Also, there are nice templates in the DMG.
Plus, Fire Ball does require a ranged touch attack if you try to direct the bead (the source of the blast) through a narrow passage.
Hope this helps.

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02/22/2006 3:22 PM  
Thanks again and again mada, but I think I will have to side with yack on this, I used to do it by the book and I got tired of it saturday. Back in 2nd Edition ( I played the most then ) you had to use area spells before the fighters rushed to the foes, flanked them, etc. And changing the height of a Fireball seems as silly as a dragon deciding he breathes however he wants, especially with a line...

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Gatineau Canada

02/22/2006 8:14 PM  
I think its the old school in me from 1st edition. I just can't picture a spellcaster being that great that they can distance a spell too a certain area right too the last protected 5 feet (one square on a battlemat). Yes the rules run that way in 3.5 but in my eyes it magic not a heatseeker. [:)]

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02/22/2006 8:53 PM  
Take it from someone with lots of 3e experience: fireball isn't the spell it used to be. [:)]

Seriously, 10d6 damage looks like a lot, but it ends up being about 17 damage to those monsters who save, and 35 for those who don't... and monsters have 100+ HP and fire resistance...

Good casters will be dropping the spells in places where they won't engulf the party, but all you need to do is vary the terrain from time to time so that isn't so easy.

Don't worry about accurate placement: the spells don't have the effect to warrant the concern.

Cheers!

Merric Blackman

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02/22/2006 10:08 PM  
quote:
Originally posted by yack

I think its the old school in me from 1st edition. I just can't picture a spellcaster being that great that they can distance a spell too a certain area right too the last protected 5 feet (one square on a battlemat). Yes the rules run that way in 3.5 but in my eyes it magic not a heatseeker. [:)]



You should also keep in mind most wizards have 16+ intelligence which equates to genuis level so they might be able to do the math and spatial relationship things on the fly. Plus at higher levels they have the experience to judge just where to place an area of effect spell for the most benefit.

I allow the player to place there fireball to the best effect but I won't allow them to place it so effectivly that they can effect enemies in combat but not allies i.e. if they want to hit an enemy thats in melee combat with an ally they get them both, but if they want to place the fireball to catch the most badguys waiting in the background or shooting into combat I will let them place the fireball where they will.

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Gatineau Canada

02/22/2006 10:18 PM  
"i.e. if they want to hit an enemy thats in melee combat with an ally they get them both, but if they want to place the fireball to catch the most badguys waiting in the background or shooting into combat I will let them place the fireball where they will."

Thats makes totaly sense too me and can be seen as a semi house rule.
Sorry Bozak for hijacking the thread its just a interesting topic too see other peoples views.

And Merric you made a good point about terrain.

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02/22/2006 11:42 PM  
quote:
Originally posted by MerricB

Take it from someone with lots of 3e experience: fireball isn't the spell it used to be. [:)]

Seriously, 10d6 damage looks like a lot, but it ends up being about 17 damage to those monsters who save, and 35 for those who don't... and monsters have 100+ HP and fire resistance...

Good casters will be dropping the spells in places where they won't engulf the party, but all you need to do is vary the terrain from time to time so that isn't so easy.

Don't worry about accurate placement: the spells don't have the effect to warrant the concern.

Cheers!



Fireball used to be sized by volume based on caster level. You could nuke an entire dungeon with one spell [:P]

To steal Guy Fullerton's line: Merric is correct. Some creative terrain placement, narrow corridors, etc. make it much more difficult to drop AOE spells. Since I normally play a Wizard I can guarantee that by 10th level Fireball is out of my stock arsenal of offensive spells (usually have a scroll or two just in case). Great for clearing out fodder. Bad for taking out BBEG.

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Sir Bozak The Damned
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02/23/2006 10:50 AM  
Yak, this is a free country, after all ( the US, I mean...).Indeed, Merric has a good point and that is why my next setting is inside a cavern under a Darkness spell to counteract such "homing" proficiencies. maijstral also makes a good point and they did do that once and it was the funniest thing. The Samurai tank ( 26 AC, over 100 HPs, etc. ) was surrounded by 8 Monks and the Sorceror decides to shoot a fireball aimed at the Samurai.

The result: only one Monk missed his Improved Evasion and took half damge, all others had zero damage and the samurai was out 30 or so hit points. That was so funny [:p]

He mostly uses Cone of Cold, Ice Storm and his 5 Magic Missiles now, hehe

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02/23/2006 11:52 AM  
Here's a simple and fun house rule we used to use for targeted AoE spells.

The spellcaster picks his intersection and rolls a d20: on 9-20, the targeting is perfect. On a 1-8, the spell misses by one square. Use the result to determine direction: 1 is N, 2 is NE, 3 is E, and so on. That way the house rule only adds one roll.

Most of the time, the caster will be on-target, and most of the time that he's off-target, it won't matter much. But if melee combat has been joined, you could end up delivering some friendly fire.

We really liked this house rule ... the only reason I got rid of it was because I streamlined my house rules down from three pages to four house rules, period.

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Sir Bozak The Damned
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02/23/2006 12:42 PM  
Oh, I really like that one Wayne, I will use it just like it or modify it a bit to add a small riskier increment. Thanks a lot [:)]

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02/23/2006 1:20 PM  
quote:
Bozak, what I do for things like that in my sessions. Is make House Rules for your game. If your the DM you can make the rules. There is nothing in the book that states that it has too be this way. There is certain things in my game that I have made house rules with the players. Notice I said with the players...


I agree with yack. When my players want to get bog down with rules, I quickly remind them that I'm the dm and this is how it works in my setting. Just make sure you stay constant in your rulings I had a Dm that changed the rules constantly to fit his needs. We stopped playing in his campaign, because it was hard to play vs. creatures who didnt follow the same rules we had to.

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02/23/2006 7:13 PM  
I have a ton of house rules, some I have named here and was flamed for, but I wanted to make sure about the area spells as I did not know the rules quite well and it changed quite a lot ever since 2nd Edition. I am almost to the point of banning Haste, lol

As to telling my player who is boss, that is usually not a probblem, but this new player gets really argumentative and childish. He has very few D&D experience, never DM'ed and is
not even buying himself a PH...( Yes, THE PH, hehe ) [B)]

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02/23/2006 10:37 PM  
Now I disagree about the rules thing. They are there for a reason, and if you make too many house rules, or allow to many crazy new feats or items things can get really unbalanced really fast. Be careful with house rules because someone may feel like they got the shaft if a house rule comes up in a controversial situation. If you take away the ability for a wizard or arcane caster to target their spells with percision, then you DRASTICALLY reduce their power level in comparison to other non-caster characters. Wizards and fighters need to be able to do this. It is called tactics. Any character with genius level intelligence (16+) should be tactically sound.

As for the fireball thing... keep in mind that it is a ball and they would have to fire the fireball really high to not have to hit their own people. You'd have to work with three-dimensional rules a bit, but you can figure it out.

Now if they are fighting a colossal creature, then this is a fine tactic, as those big sizes are supposed to be a hindrance in combat.

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02/23/2006 11:16 PM  
Several things to respond here. First of all, the Sorceror is an NPC ( the player can no longer drive all the way here and he is moving into a new house ) and he is a Sorceror, not a Mage. About being a "genius", was it not 19 or 20 in 2ndEdition in a 25 point limit ? So, to me, a genius would be way above 20 intelligence in 3.5, since a 20 can be reached at level 8 only. As for the three-dimentionnal aspect of things, I will let my player do the math, just as I ask the Cleric to convert his summoned minions to Celestial herself. I have
a lot of other things to think about as a DM. As for house-ruling, I guess the max-HP went a little out of hand, but the 25% boost to monsters someone suggested on here is working nicely, although once both the fighters take the Improved Two-Weapon Fighting feat, I am considering upping it to 33%, if not 50%.

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02/24/2006 6:56 AM  
I've not played 2nd edition more than twice, but with the 3 and 3.5 rules the average human has an intelligence of 10.5. Somone or something with a 20 or 21 would be twice as smart as an average human.

I tend to increase the hitpoints of the creatures I run as a DM as well. However, instead of increasing their HP by a given percentage, I tend to just give them their maxmimum hit dice. Sometimes, especially in boss battle, they get a few extra hit "phantom" points to keep them alive for another round to make the battle a little more intentse fr the PC's. Or they might have a potion of heal or something [:p]

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02/24/2006 2:02 PM  
I think that a wizard or sorcerrer should be able to direct its spells smartly. You do not question the fighters ability to use his sword or aim his bow, do you ? Think of fireballs as granades, or better yet, as the aiming being part of the spell. The caster simply have to visualize the place that will hold the origin of the explosion and there it goes.
quote:

I've not played 2nd edition more than twice, but with the 3 and 3.5 rules the average human has an intelligence of 10.5. Somone or something with a 20 or 21 would be twice as smart as an average human.


Someone with 20 or 21 intelligence is not twice as smart. You cannot measure it this way. Think of precentages.
50% of the human population (without magic) is of 10 or lower intelligence. Having 18 in a score is a trait of less than half a percent of the population. Very very few (think of any exams you know of). It's really the top. Those with 20 or 21 are super-geniuses.
Here's the full data for you convenience:
<br>score    percentage    accumulate percentage<br>3    0.462962963    0.462962963<br>4    1.388888889    1.851851852<br>5    2.777777778    4.62962963<br>6    4.62962963    9.259259259<br>7    6.944444444    16.2037037<br>8    9.722222222    25.92592593<br>9    11.57407407    37.5<br>10    12.5        50<br>11    12.5        62.5<br>12    11.57407407    74.07407407<br>13    9.722222222    83.7962963<br>14    6.944444444    90.74074074<br>15    4.62962963    95.37037037<br>16    2.777777778    98.14814815<br>17    1.388888889    99.53703704<br>18    0.462962963    100<br>

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02/24/2006 2:16 PM  
You guys are forgetting that God-Like ( the 2nd Edition 25 ) is now 50 in 3.5...I would not base a genius at under 22 or 24 INT.

Oh, and nycfarmkid, you do not know my entire house rule regarding hit points, every hit dice or level dice is full, plus the CON bonus, if any. I just gave a 25% bonus on top of that total to monsters just to survive the onslaught of magical Daishos and Dual-Blades/Lajatang. Plus, the Sorceror's Charisma is 20 at level 10 ( He must be the most
charismatic of all the Nezumis that ever lived, lol ).

madda, I agree with "smartly", but not optimally, at least not when he is an NPC swoon leaving them to become a Dragon Disciple ( He already has an impressive 19 CON...). Aiming, in the way you mean it would required a high DEX, not INT. And on a final note, I
find that the 10 average for characteristics is much too low, especially for a Human or Elf's intelligence score. That would mean my Half-Ogre Barbarian at 12 INT is smarter than most humanoids...

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02/24/2006 2:22 PM  
yes I view 10-11 as the average and the intelligence increase is not 1 for 1.

even if you view a 10 intelligence as equivalent to an I.Q of 100(average) and 18 intelligence as an I.Q. of 180(mid-level genuis) the 180 is not 80% smarter than the 100. The increase is an order of magnitude and not a straight progression.


That having been said a sorcerers primary ability is charisma not intelligence so I could only argue experience in that case.

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02/24/2006 4:47 PM  
The reason why 10-11 is viewed as the average human ability for 3.X is due to the way the stats are rolled. The average scored for 3d6 is 10.5. Now if you use the 4d6 drop lowest rules then it slightly shifts. The average score then is close to 12.5.

To my knowledge, in 3.5 you use the 4d6 drop lowest to generate pc's because they are supposed to be above average. They are heros afterall. For common humands 3d6 method is still in use.

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02/24/2006 9:23 PM  
10 to 11 is definitely "average" in D&D. The various arrays provided for NPC attributes show this clearly, and the final paragraph on page 110 of the DMG explicitly states, "Average characters ... have average abilities (rolled on 3d6)."

If you go by 3d6-as-average, as in the rules, and corellate to real-world percentages and standard deviations, any character with an Intelligence of 16 or higher is a "Mensa genius."

In the real world, though, there is no verifiable or observable progression, linear or geographic, that would allow anyone to say, "He is three times smarter than that other guy." All we know for sure is that the difference between IQ 150 and IQ 100 is vast, while the difference between IQ 150 and IQ 200 is barely perceptible without batteries of tests lasting sometimes for days. But then things get further muddied when you get outliers like Stephen Hawking, who are another gulf beyond "ordinary" genius intellects.

(My girlfriend is an educational psychologist. She makes her living administering, scoring, and evaluating IQ tests like the WAIS and WISC. Since I've been a guinea pig for intelligence testing since I was three years old, I'm interested in the subject and have learned a great deal from her.)

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02/24/2006 9:38 PM  
quote:
Originally posted by Sir Bozak The Damned

Back in 2nd Edition ( I played the most then ) you had to use area spells before the fighters rushed to the foes, flanked them, etc.



Third edition fighters also tend to be irritated if you drop a fireball on them when they are in melee. [)] Fireball is still used to begin combat, not after the frontliners are in melee.

It's deja vu all over again.

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Québec

02/24/2006 10:15 PM  
Well, using the 4d6, drop the lowest score, a Wizard is pretty much guaranteed at the very least a 16 or 17 or 18 and places it in Intelligence.By level 8, they are at at least 18 and up to 20. At level 16, it becomes 20 to 22,without any racial or magical adjustment, and if by theat level, your Mage has not had items or Wishes that increased your INT by 2-5 points, your DM is very stingy. And one would expect an heroic Mage to have a great score in his primary attribute, way above Human average.


Whenever I had stats lower than at least two 16's and a 15 at the very least, I left my DM two choices, either I committed suicide or he/she made me reroll or adjust to the other players. I once rolled a character with only one 18 after someone rolled 18,18,18,17,17 and 16 before me. I was forced to keep my awful stats and never was very intersted in that campaign, as my Half-Orc Monk only hit hard but had pathetic AC, HP's ( She kept 1's...) and a charisma ( the dump your worst stat in ) of 7, if memory served me well. She rounded it up to a 13-14 average or so, but it was still a pathetic character to play.

Back on the topic, I think Mages should have some sort of limitations, just like having two-weapons and having a permanent -2 to ALL attack rolls and -5 if you take the Improved Two-Weapon Fighting feat...

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02/24/2006 10:32 PM  
One thing you have to be careful with running characters with really high stats (or making house rules about the way characters are generated) is that the CR of monsters were designed with an average array of stats in mind for the PC's that are fighting it. Having really high stat PC's leads to faster kills of harder monsters, which leads to faster leveling by the players. This seems to go hand in hand with the problem you mentioned before with players killing things too fast. Play a point buy campaign some time which forces players to have lower overall stats and see how different it is fighting monsters of their CR. I tried it once and was suprised with the results.

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02/24/2006 11:19 PM  
I just may, I think my group is dying. The Paladin is too demanding, knows nothing about D&D and RP and keeps disagreeing with me and already made my best friend leave, plus our Sorceror. I have never had a group fall before, I hope things will back up and he realizes the amount of work for a DM not using modules ( He was never a DM...).

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02/24/2006 11:44 PM  
It can be tough keeping groups together when life keeps interfering. We have had to add at least 10 different players to the groups that I started playing with 2.5 years ago. Only myself and one other guy are still regular players from that group. Apprantly neither of us were amongst the orignals who started that group in the first place. Don't be afraid to start new campiagns when needed. It gives players a chance to run new PC concepts and lets other people try being a DM.

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02/25/2006 4:55 AM  
quote:
Originally posted by Sir Bozak The Damned
Whenever I had stats lower than at least two 16's and a 15 at the very least, I left my DM two choices, either I committed suicide or he/she made me reroll or adjust to the other players.
This is exactly why I switched to point-buy.All players feel this way, whether they admit it or not. Players don't want random rolls ... they want the possibility of rolling really high combined with the opportunity to just throw the character away if the randomness goes against them.

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02/25/2006 7:32 AM  
One thing you can do to still give the characters a chance to roll nice stats, but within reason is let them roll up a character using the old 3d6 drop lowest method. Then if they don't like those rolls, let them make a chracter with the point buy system. They still have an outside chance of rolling really well, but its hard with the 3d6 system to be really great. Also make sure you watch their rolls, i know i've fudged an ability score rollor three i nthe past, and I know my players do it.

This brings me to a semi rant. Always make your players rol ltheir dice out o nthe table and let you look at them. you may not always look at the rolls, but you should be able to see it if you wanted to. People cheat, a lot, we all do it. Last session we ran into a Gargantuan Black Pudding. Not a single person failed a reflex save to lose an item. No one! Not even the wizard who almost died, or the dwarf fighter with 8 dex. I commented on the statistical probability of tha out loud and they were like, "guess we are lucky." If I was DM there would have been lots of rerolled saves.

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Sir Bozak The Damned
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02/25/2006 4:36 PM  
Well, we never cheat, but sometimes reroll if the dices hit something, fall of the table or are otherwise "altered" on both good rolls and bad rolls, no preferences. Do other DM's out there do that ?

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02/25/2006 4:52 PM  
quote:
Originally posted by Sir Bozak The Damned

Well, we never cheat, but sometimes reroll if the dices hit something, fall of the table or are otherwise "altered" on both good rolls and bad rolls, no preferences. Do other DM's out there do that ?


I find it hard to believe that my players will cheat. We do roll on the table and if it falls off, it's a reroll. Players have peculiar preferences regarding it. Some reroll all the dice some just those that fell.

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02/25/2006 11:24 PM  
Maybe its just my group then, but i know it happens. I've been guilty myself of fudging the to hit modifier by 1 or 2 when I know I didn't roll high enough to hit something. Especially when it is critical that I don't miss. Other players have done it worse.

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Adelaide

02/26/2006 7:13 PM  
quote:
Whenever I had stats lower than at least two 16's and a 15 at the very least, I left my DM two choices, either I committed suicide or he/she made me reroll or adjust to the other players.


You should try at least one character with one or more sub average stats. The dumb barbarain, the frail mage, the clumsy cleric are all reall good fantasy sterotypes.

A lot of time my players are happy with one 16 :)

I typically use an old method, roll three batches of 3d6 six times, so they player cab choose from which set of six they feel is best. They then get to reroll one stat, and choose whether to take it or not ie if it is lower that dont.) This way they can almost definitly improve a cruddy stat, or risk trying to improve an already good one.

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quote:
Maybe its just my group then, but i know it happens. I've been guilty myself of fudging the to hit modifier by 1 or 2 when I know I didn't roll high enough to hit something.

All player rolls are done on the table. I use the DM screen, I tell new players this is because I can cheat and they can't.

But in all seriousily, I very rarely have anyone cheat (at least via rolling - character sheets are are grey area), and typically make the ones who do fudge remorseful they did.

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02/27/2006 6:50 AM  
What we need is an on table math screen. [:p] That way no phaantom numbers get added to the total to hit when stuff is done in the head.

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