I am probably responsible for the hostile tone of the rules disagreement.  It puts me off when players argue with my rulings, because I am not here to argue about poorly-worded rules, but rather, to run a game.  I shouldn't be upset: part of my responsibility as GM is to reassure players that my rulings aren't capricious or arbitrary, but rather, based on some reasonable interpretation of the rules.<br/><br/>On that note, I don't feel like my interpretation of the rules is unreasonable.<br/><br/>I mean, look at all the possible full-round actions:<br/><br/>Full attack, Charge, Deliver coup de grace, Escape from a net, Extinguish flames,  Light a torch, Load a heavy or repeating crossbow, Lock or unlock weapon in locked gauntlet, Prepare to throw splash weapon, Run, Use skill that takes 1 round   Usually, Use a touch spell on up to six friends, and Withdraw.<br/><br/>Of these actions, only full attack does not have some component that doesn't end until the beginning of your next turn.  Some of these actions have more explicit components that align to my interpretation of the rules (i.e., that a full-round action begins in round A, and ends shortly before the character's turn in round B).<br/><br/><div class="quoteheader"><div class="topslice_quote">Quote</div></div><blockquote class="bbc_standard_quote">CHARGE:  After moving, you may make a single melee attack. You get a +2 bonus on the attack roll and take a –2 penalty to your AC <strong>until the start of your next turn.</strong></blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br/><div class="quoteheader"><div class="topslice_quote">Quote</div></div><blockquote class="bbc_standard_quote">RUN:  You can run as a full-round action. If you do, you do not also get a 5-foot step. When you run, you can move up to four times your speed in a straight line (or three times your speed if you’re in heavy armor). <strong>You lose any Dexterity bonus to AC unless you have the Run feat.</strong></blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br/><div class="quoteheader"><div class="topslice_quote">Quote</div></div><blockquote class="bbc_standard_quote">FIGHTING DEFENSIVELY:  You can choose to fight defensively when taking a full-attack action. If you do so, you take a –4 penalty on all attacks in a round to gain a <strong>+2 dodge bonus to AC until the start of your next turn</strong>.</blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br/><div class="quoteheader"><div class="topslice_quote">Quote</div></div><blockquote class="bbc_standard_quote">CASTING A SPELL:  A spell that <strong>takes one round to cast is a full-round action. It comes into effect just before the beginning of your turn in the round after you began casting the spell.</strong> You then act normally after the spell is completed.</blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br/>As you said, Knight, you and I are going to have to disagree on our interpretation of the rules.  But my interpretation of the rules is not an unreasonable interpretation.  Furthermore, I think that it's the kinder of the interpretations.  Imagine if an enemy could coup de grace allies in the manner that you describe.  There would be no stopping it.  If you aren't able to stop it, the game lacks agency.  And that's just not the game that I want to run.<br/><br/>I get where you're coming from.  But I'm citing the rules under full-round actions, and you're citing rules under casting spells.  In this instance, the rules under full-round actions must control.<br/><br/>So, my ruling will stand.<br/><br/><div class="quoteheader"><div class="topslice_quote"><a href="https://elliquiy.com/forums/index.php?topic=289327.msg14292425#msg14292425">Quote from: Autocad on 23-07-2018, 08:33:03</a></div></div><blockquote class="bbc_standard_quote">Phantom, will full attack, charge, and other full round actions be affected by the CdG ruling? <br/></blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br/>I think that it would be best to just call a full-round attack a full-round attack, and not necessarily a full-round action.  I also don't think that my ruling for coup de grace necessarily impacts the other actions.  Like, you can't interrupt a charge unless there is a readied action to prevent the charge.<br/><br/>A lot of the full-round actions are essentially just actions that are performed in the character's turn, but have consequences that last a round.  Some actions, like coup de grace and casting a spell as a full-round action, can obviously be interrupted.<br/><br/><div class="quoteheader"><div class="topslice_quote"><a href="https://elliquiy.com/forums/index.php?topic=289327.msg14292273#msg14292273">Quote from: Envious on 23-07-2018, 06:22:55</a></div></div><blockquote class="bbc_standard_quote">For my clarification, the I can move a character like I did with Vendi, but the move is a regular movement and not specifically a 5ft step, thus open to attacks of opportunity because of the difficulty of the movement?<br/></blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br/>Yeah.  So, the reason why you couldn't move five feet as a free action was because there was a wall that prevented diagonal movement.<br/><br/>So, I had your character enter the grease spell, pass an acrobatics check of DC 10 to remain standing, and then move to her current spot.  Since the enemies are struggling to stand in the grease spell, they could not get an attack of opportunity against you.<br/><br/>I would have asked for an alternative route if your character had been adversely impacted by the route I took her on.