Flamestrike
Legend
That sounds like exactly the sort of thing houserules exist to fix.
Its exactly the sort of thing people try and fix with houserules when it didnt need fixing, and the fixer simply doesnt understand the rules in any event.
That sounds like exactly the sort of thing houserules exist to fix.
Being able to drag someone in and out of an AoE such that the victim takes the "on entry" damage multiple times in a round is just the sort of cheesy rules exploit that any worthwhile DM is, on learning of it, going to find a way of ruling out of existence; particularly if whoever's inside the AoE doing the dragging-in only has to take that damage once in the round.Its exactly the sort of thing people try and fix with houserules when it didnt need fixing, and the fixer simply doesnt understand the rules in any event.
Being able to drag someone in and out of an AoE such that the victim takes the "on entry" damage multiple times in a round is just the sort of cheesy rules exploit that any worthwhile DM is, on learning of it, going to find a way of ruling out of existence;
An issue with area of effect spells keeps coming up in our campaign and I'm wondering how many people play by rules as intended:
"Our design intent for such spells is this: a creature enters the area of effect when the creature passes into it. Creating the area of effect on the creature or moving it onto the creature doesn’t count. If the creature is still in the area at the start of its turn, it is subjected to the area’s effect."
So a spell like moonbeam, cloudkill, or spiritual guardians doesn't do damage when cast over a creature. So you might not do any damage the first round you cast it depending what you roll for initiative.
I've never seen it played that way in any of the three campaigns I've played in or in about six months of weekly Adventurers League play with numerous DMs. So I'm curious if anybody actually plays that way?
Where the heck did you find that rai for persistent effects?
Note that while you can choose any inertial frame to be viewed as stationary, the reference frame of a character that walks (or is pushed/dragged) towards a Moonbeam is not inertial. So (in any situation that might typically come up in D&D) it is possible to distinguish between a character moving into a Moonbeam and a Moonbeam being moved onto a character.I understand that. And that principle means that one can choose any inertial frame to be viewed as being stationary and objects in other inertial frames to be moving relative to them. If all it takes for entering something is movement then you can always pick the inertial frames such that you are the one viewed as moving even when from the "traditional" inertial frame one wouldn't view oneself as moving.
That is going to depend on whether the laser is pulsed, and how powerful it is in comparison to the resilience of the target. A sufficiently powerful laser with a short-enough pulse is going to affect a target very similarly to a high-energy bullet, including knocking the target backwards (with the momentum being generated by the explosive vaporization of the surface of the target, rather than being transferred from a bullet). To my understanding, most plausible high-energy laser weapons would indeed be pulsed, because with a continuous beam the vaporized target material would quickly start blocking the beam. (Then again, Moonbeam is arguably best compared to a low-energy laser.)In fact it's far more realistic. Space Opera TV and movies has made us used to seeing people zapped with laser beams that act like bullets, but the reality is a laser does damage over time as it remains focused on the target. Move out of the beam quickly enough and you don't get hurt.
While it's technically possible to exploit persistent damage zones by repeatedly moving enemies in and out of the zone, you'd need a party specifically optimized for pushing/pulling to do any more damage that way than by simply attacking. It's not like in 4e where most classes could pick powers with push/pull riders.
While it's technically possible to exploit persistent damage zones by repeatedly moving enemies in and out of the zone, you'd need a party specifically optimized for pushing/pulling to do any more damage that way than by simply attacking. It's not like in 4e where most classes could pick powers with push/pull riders.
Repelling blast too. Given that warlock has been able to do it right from the get go it's almost surprising that warlocks don't get a carveout to bypass that first time that limits the other dirty peasant classesA druid, a wizard, and a warlock with Thornwhip, Lightning Lure, and the Grasp of Hadar invocation.![]()