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It's pretty simple, actually. Embarrassingly simple, in fact.
Throw up a zone conjuration. Wall of Fire or Blade Barrier works best, though Cloud of Daggers will certainly work in a pinch.
Now just have your party use forced movement on your foes through the conjurations. You'd be able to do a lot more damage than you would normally.
For example, say your wizard threw up Freezing Cloud. Your ranger then uses, say, Thundertusk Boar strike and pushes them through 4 squares of Freezing cloud, That can add up to quite a bit more damage if your friends use their pushing powers, too.
If you forced the Boar through 4 squares, he'd still only take damage once from the forced movement (the another for starting the turn). He only entered the cloud once. To continue getting this effect, your teammates would have to waste a turn moving it out before they could move it in again.
Point 1: All 3 GMs I play with, including myself, rule that it's only the first time entering the zone per turn, not each square that you move through, that deals the damage.
Point 2: Even with that, it's still awesome. My wizard threw up a wall of fire last week and kept thunder-waving skeletons back into it, all the while screaming "Back into the fire, you undead abominations! Burn, burn, BUUURRN!!!"
__________________ Rick Reroll -- Deadly Rickster Utility 26 Daily
Choose one: you reroll one die roll you just made and keep the higher result; or the DM rerolls one die roll he just made and keeps the lower result.
Whenever a creature may be forced into damaging terrain - including a spell zone - they get an immediate save to resist the movement. Success means they fall prone before entering the zone.
There are several 3rd edition versions of the same tactic, my favorite being blade barrier and telekinesis. They just happen to be available at lower levels.
__________________ Originally posted by drnuncheon: "I shall call you...mini-hong."
This hereby offically adds IIRC, IMO, and IYDLIYCGSO to all my posts.
My group had been considering a similar notion using "forced teleportation". There are a few Warlock powers that, if I recall, let you forcefully teleport an enemy. Is there any reason you couldn't forecfully teleport them off a cliff/into a Wall of Fire/etc? As far as I could tell, this doesn't count as a Forced Movement (as it's not a push/pull/slide), and so they wouldn't get a save either. Even if they did, what would happen? Would they simply not be teleported at all, but merely lay prone where they were? What if they were teleported to such a place where there was no place to catch one's self (the middle of a 3x3 pit, for instance?
If you forced the Boar through 4 squares, he'd still only take damage once from the forced movement (the another for starting the turn). He only entered the cloud once. To continue getting this effect, your teammates would have to waste a turn moving it out before they could move it in again.
Not necessarily - if you push him zig-zag fashion, you can have him enter, leave, enter, leave, potentially dealing damage for every two squares. He will, of course, get a saving throw every time he's about to enter...
Not necessarily - if you push him zig-zag fashion, you can have him enter, leave, enter, leave, potentially dealing damage for every two squares. He will, of course, get a saving throw every time he's about to enter...
-Hyp.
I thought there was a rule against zig-zagging forced movement.
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Quote:
Originally Posted by Vayden
My wizard threw up a wall of fire last week and kept thunder-waving skeletons back into it, all the while screaming "Back into the fire, you undead abominations! Burn, burn, BUUURRN!!!"
I'll bet your DM hasn't read page 44 of the DMG.
Any takers on my bet?
Quote:
Originally Posted by DMG-p44
"Targets of forced movement in hindering terrain (pits, precipices, fire) can avoid plunging into a pit or over the edge of a cliff or being pushed into a raging fire. The creature makes a saving throw rolled immediately before entering the unsafe square, with success leaving the creature prone...."
__________________ - Nail
Last edited by Nail: Today....just a few minutes ago
Where are you guys reading that they get a saving throw against entering spell zones? The rule about forced movement only mentions pits and falls, and specifically leads to the falling damage section, which implies that this only pertains to a character catching the edge of the pit. I don't see how this extends to difficult terrain or spell zones, am I missing something?
EDIT: Posted before seeing post about DMG, I can see how this can arguably include zones from powers
Last edited by DLichen; 16th July 2008 at 10:24 PM..
Where are you guys reading that they get a saving throw against entering spell zones? The rule about forced movement only mentions pits and falls, and specifically leads to the falling damage section, which implies that this only pertains to a character catching the edge of the pit. I don't see how this extends to difficult terrain or spell zones, am I missing something?
Do you not agree that a square full of fire is "unsafe"?
Whenever a creature may be forced into damaging terrain - including a spell zone - they get an immediate save to resist the movement. Success means they fall prone before entering the zone.
It may not work as well as you want it to.
-O
This. Plus, forced movement ignores difficult terrain.