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Throwing Enemies Against Walls
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<blockquote data-quote="Fanaelialae" data-source="post: 7036311" data-attributes="member: 53980"><p>Yeah, as I see it, movement that has been used is kinetic energy that has been dissipated (due to friction) therefore only what remains can hurt you. Obviously, that's a vast oversimplification but since I don't want to pause the session every time someone casts <em>thunderwave</em> to calculate a trajectory and the energy needed based on a target's estimated mass to travel that distance (not to mention defining how many Joules equate a point of damage), it works. In fairness, it makes just a much sense to do it based off of the total distance that the forced movement effect is capable of moving the target (Newton's first law) but from a game perspective I prefer the trade off between utility and damage. It also makes anyone using forced movement want to maneuver their target as close to a wall as possible, and it creates at least a small disincentive for always putting your back to a wall.</p><p></p><p>This is what I use for pushing someone into another creature:</p><p></p><p>If you use forced movement to force a target against another creature (or other unfixed object) then that creature must make a Dexterity saving throw against a DC 10. On a successful save no collision occurs and the target passes through the space. On a failed saving throw a collision occurs and both the target and the creature take half of 1d4 damage for every 5 feet of movement remaining after the target is moved adjacent to the creature. If the target is no more than one size larger than the creature, the target's forced movement ends and it lands prone in a space of your choice adjacent to the creature. If the creature is no more than one size larger than the target, the creature is knocked prone. A target can only take this damage once per turn and a creature can only be forced to make this saving throw once per turn. (That last part is just there so that you can't abuse <em>telekinesis</em> when throwing a human at a horde of pixies or whatnot.)</p></blockquote><p></p>
[QUOTE="Fanaelialae, post: 7036311, member: 53980"] Yeah, as I see it, movement that has been used is kinetic energy that has been dissipated (due to friction) therefore only what remains can hurt you. Obviously, that's a vast oversimplification but since I don't want to pause the session every time someone casts [I]thunderwave[/i] to calculate a trajectory and the energy needed based on a target's estimated mass to travel that distance (not to mention defining how many Joules equate a point of damage), it works. In fairness, it makes just a much sense to do it based off of the total distance that the forced movement effect is capable of moving the target (Newton's first law) but from a game perspective I prefer the trade off between utility and damage. It also makes anyone using forced movement want to maneuver their target as close to a wall as possible, and it creates at least a small disincentive for always putting your back to a wall. This is what I use for pushing someone into another creature: If you use forced movement to force a target against another creature (or other unfixed object) then that creature must make a Dexterity saving throw against a DC 10. On a successful save no collision occurs and the target passes through the space. On a failed saving throw a collision occurs and both the target and the creature take half of 1d4 damage for every 5 feet of movement remaining after the target is moved adjacent to the creature. If the target is no more than one size larger than the creature, the target's forced movement ends and it lands prone in a space of your choice adjacent to the creature. If the creature is no more than one size larger than the target, the creature is knocked prone. A target can only take this damage once per turn and a creature can only be forced to make this saving throw once per turn. (That last part is just there so that you can't abuse [i]telekinesis[/i] when throwing a human at a horde of pixies or whatnot.) [/QUOTE]
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