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<blockquote data-quote="Tuft" data-source="post: 4096912" data-attributes="member: 60045"><p>I have a hard time seeing how you could put a limit on it, too. The target ought to struggle just as hard to avoid being pushed into the lava as it would to being pushed next to the fighter. </p><p></p><p>Besides, it's such a continuous scale of deadliness you can put in a square, from insta-death to just uncomfortable, that it would be hard to define a limit. </p><p></p><p>The solution, of course, is to always avoid fighting near potentially dangerous scenery. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p></p><p>When I first heard about the importance of positions, positional assists, and forced movement in 4ed, I was immediately reminded of Bloodbowl (One of Games Workshop's better games, IMHO), and, frankly, much of what is getting revealed about 4ed melee just reinforces that feeling. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /> Anyway, in that game one of the surer ways to get rid of one of your opponent's characters was to set up a "pushing chain" to push it off-field out into the audience (which was a much more dangerous place than the field... <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /> ).</p></blockquote><p></p>
[QUOTE="Tuft, post: 4096912, member: 60045"] I have a hard time seeing how you could put a limit on it, too. The target ought to struggle just as hard to avoid being pushed into the lava as it would to being pushed next to the fighter. Besides, it's such a continuous scale of deadliness you can put in a square, from insta-death to just uncomfortable, that it would be hard to define a limit. The solution, of course, is to always avoid fighting near potentially dangerous scenery. :) When I first heard about the importance of positions, positional assists, and forced movement in 4ed, I was immediately reminded of Bloodbowl (One of Games Workshop's better games, IMHO), and, frankly, much of what is getting revealed about 4ed melee just reinforces that feeling. ;) Anyway, in that game one of the surer ways to get rid of one of your opponent's characters was to set up a "pushing chain" to push it off-field out into the audience (which was a much more dangerous place than the field... ;) ). [/QUOTE]
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