D&D 5E Rant about Forced Movement

What I hate about spells are the ones that only damage or make things difficult for your enemies. Like if a giant enters an area of Wrath of Nature(Xanathar's) and decides that the damage and inconvenience aren't worth it and switches sides, does the spell somehow know it's not an enemy any longer and stop affecting it?

Area spells should just affect everyone or everyone, but the caster. None of this "allies" and "enemies" stuff.
Good point. I've been using the "creatures of your choice" phrasing when I want the option there, but in the back of my mind that still leaves questions about what if there is a creature you don't know is in the area. So far I haven't worded my spells to deal with it, and will just have to look at it when it comes up. I wonder if that's how WotC does it? For them of course, it isn't just for one table, so it will come up when they leave those holes.
 

log in or register to remove this ad


Natural language allows for every table to decide how they want to rule it.
Allow me to disagree. There are better ways to allow choice, for example, providing optional rules.
Excessive use of natural language leads to lack of consistency, causing the kind of problem described in OP. You can be clear with natural language, it will require more text, may be a little more tedious to read, but the fact is that this edition decided to use more natural language (too much, imo) in a reaction to the last edition, not because it provide more options.

If a person prefers commands, there are other games that give that to them.
This is a bad argument. If everyone who play D&D should just accept how it is instead of posting a discussion about it, what is the purpose of this forum?
 

I feel you on the players throwing a fit during the session. Is this going to kill your character? No? Then please just let me make a ruling now and we can discuss it after game.

As far as the distinction in 5e (which, as we've seen, a lot of us unfortunately won't even catch unless we see online discussions about it) I think there is merit to its existence. Having been working on designing a lot of spells recently, sometimes it's subtle distinctions that determine how well (as in balanced and effective at working as intended rather than some other way) a spell is.

Because I have a lot of 5e experience (both actual play and speculative) I find myself refining and carefully rewording spells to attempt to make them work as intended.

Had a spell that makes a 5' aura and you have to save or get pushed back. Then I realized someone could just keep moving forward until they make their save or run out of movement. It might be clear to me that the intent was if you fail you just can't get into that space on your turn, but that is not what it said.

So yeah, since the book doesn't have a section that officially describes the difference between move into and enter (like it does for describing attack = make an attack roll) they really should have put more words in the spell. Something like "voluntarily uses their movement speed to enter the area". However, I would suggest against summarily treating all forms of getting into an aura the same, either by going with the hidden intended jargon (frustrations aside) or by carefully examining the spell to determine why they might be distinguishing between those things (as well as start of turn versus end of turn damage). While sometimes they goofed, most of the times those aspects of the spell really do function best when used as intended (once we know how to figure out what that is!) (I'm addressing 2014, no clue how it works in practice in 2024.)
The player's main beef was how he got pushed on the enemy's turn, took damage, then at the start of his turn, he'd take more damage and drop without having any real way to act. Which I get- those kinds of moments just suck, which is exactly why my group has so many reaction abilities (enough to make me dread attacking them, lol).

But I don't see how poking holes in spell effects to elude them because they were written in a less than clear manner or because someone made an off the cuff remark "clarifying" something without issuing direct errata in newer versions of the rules to muddy the issue bother me.

I mean, they've employed tactics like these before without a quibble and I just accepted it ("yes yes, your eldritch blast pushes someone into the moonbeam, they take damage"). Never before did anyone say "wait, he wasn't moved there!".

What bothered me the most about it was when I said "look, you obviously feel strongly about this, so ok, we'll play it this way from now on, you only take damage at the start of your turn", but the player was like "no no, I'll take the damage." And when he was pulled out of the spell area, he was like "ok, I die then because of the booming blade effect" and when I said no, that spell says the movement has to be willing, he as like "well, how should I know?".

I mean, you took the time between turns to look up sickening radiance and found some forced movement discussion that you cited to tell me I'm wrong...but didn't bother to look up this other spell?

Then he started saying "well if the rules work the way you say, then people should take damage when the Cleric approaches them with spirit guardians" and I was like, "no, that's been clarified. There's a difference between moving into spirit guardians, and having spirit guardians dropped on top of you". To which he said "that doesn't make any sense".

"I didn't design this bloody game!" I finally said, throwing my hands up in the air. "It's a balance decision, not one that makes sense."

"Well, then, it shouldn't have to make sense how I don't get burned by being pushed into the spell."

And when someone else was rescued from the sickening radiance before their turn, taking no damage, which makes even less sense, lol, I could feel him glaring at me. He didn't talk much on the ride home either.

And I kept thinking that this all could have been avoided if the game's rules were clearer (or that Crawford was- this is far from the first time I've tried running the game by the book only to have some comment of his thrown at me, lol).

That irritation is what led to the OP. So far from what's been said by everyone here, I was technically correct...but I'm not going to say right, because maybe this sort of thing is kind of BS, but I can't help but think that this is what sickening radiance is for, since unless you can trap enemies inside, casting it leads to one round of damage, then everyone runs out, and the fact it lasts for a whopping ten minutes becomes somewhat meaningless, but I'll probably never look at the spell again because of this incident!

For me, having my player's trust is important as a DM. If they feel I'm being unfair, then I guess I have to switch tactics. This entire last battle, I took the opportunity to turn their tactics against them, which was cathartic to a degree, but given that it made the game less fun for them, I'll have to not do this in the future.

I don't see D&D as a "me vs. them" exercise, but I don't think they realize how annoying some of their shenanigans are, lol.
 

What I hate about spells are the ones that only damage or make things difficult for your enemies. Like if a giant enters an area of Wrath of Nature(Xanathar's) and decides that the damage and inconvenience aren't worth it and switches sides, does the spell somehow know it's not an enemy any longer and stop affecting it?

Area spells should just affect everyone or everyone, but the caster. None of this "allies" and "enemies" stuff.
But to carry your example out, why exclude the caster then? If it’s a dangerous area, it’s a dangerous area for all.

From my POV, it’s a divine spell coming from a higher power with some level of intelligence that can discern enemies from allies.
 

I don't mind "friendly fire free" magic. I see it as one's spells are an extension of one's self, and thus your will and intend should matter. Now, granted, maybe there should be a way to trick you, but spells have always been written to do what they say they do without much wiggle room.

I can't sneak into an enemy Wizard's alarm spell, no matter what I roll, because it "knows" I'm not someone allowed to pass into it. Ditto with tiny hut. And many many more spells.

The fact that some spells "know" what you want them to do and others don't might be more of a flavor fail, or it may be that there are some in-universe "laws of magic" at play.

Because friendly fire, isn't. And the game allows other kinds of attacks to "pull their punch". You can declare you're knocking a foe out with an attack, you don't have a chance to hit an ally when you shoot arrows into a melee, and several warriors attacking each other willy nilly have no chance to hit an ally or even themselves (in 5e, at least).

I can understand that some people want these things, but I've never felt that accidentally shooting a friend in the back really makes the game more fun. It's the old gamist vs. simulationist debate, and neither side is inherently right- it comes down to what you and your friends enjoy.

"D&D isn't fun. D&D is serious business!" -somebody, somewhere.

The main problem, as I see it, is the debate as to which option should be front and center. The gritty, simulationist game, where the rules enforce a certain playstyle ("if there's melee, you melee. Or stay the hell out") vs. another ("ok guys, don't worry, my fireball will only scorch bad guys!").

Either due to sales figures, customer data, or personal preference, WotC generally chooses one over the other, leaving people who want their style to have to houserule it in. But of course, they aren't consistent here- leaving in options to please the other factions (or at least pay lip service to them), so the end result is never going to be completely to anyone's taste without putting on your chef hat and getting into the kitchen.
 

I can understand that some people want these things, but I've never felt that accidentally shooting a friend in the back really makes the game more fun. It's the old gamist vs. simulationist debate, and neither side is inherently right- it comes down to what you and your friends enjoy.
Yeah, it’s like shooting into melee in 2nd edition. I like the concept that it puts a brake on the power of missile weapons but at the same time, the way you resolve potentially hitting an ally is clunky, which leads to further bad feelings about it.

This is one of the sore spots I have about nearly any game but particularly in D&D. If grappling is complicated, I avoid using that part of the game. If summoning spells add too many NPCs to manage and slows the game down, I avoid a whole class of spells.

IMO, the true enemy of any game are rules that add a lot of time to a turn.
 

And when someone else was rescued from the sickening radiance before their turn, taking no damage, which makes even less sense, lol,...
Well, you have to keep in mind that segmented turns are an abstraction that can mess with your ideas of time. The truth is, the combat rounds are happening in insanely tight and semi-simultaneous times from an in-game fiction perspective. And that character who rescued another one from the area of effect was grabbing their friend as the spell was going off and dragging them away from the effect in good, action movie style.
That irritation is what led to the OP. So far from what's been said by everyone here, I was technically correct...but I'm not going to say right, because maybe this sort of thing is kind of BS, but I can't help but think that this is what sickening radiance is for, since unless you can trap enemies inside, casting it leads to one round of damage, then everyone runs out, and the fact it lasts for a whopping ten minutes becomes somewhat meaningless, but I'll probably never look at the spell again because of this incident!
I think this means you're not really grokking the utility of the sickening radiance. It's not like most other damaging evocations that just do a bunch of damage. It's about area denial. Everyone really wants to get away from the area the wizard designates... if they can. It also spreads around corners, so it flushes out people hiding under cover and around corners. It clears an area of defenders, even if they're behind arrow slits or murder holes. All of that may limit its utility in your typical D&D combat that's out in the open or in a big space, sure. But it has its uses.
 

The problem is that WotC didn't follow its own paradigm and screwed up in 2024.

There should be three types of zone.
  • Physical objects like spikes and blade barriers you get hurt for moving through
  • Fast zones like crackling lightning or spirit guardians that you get hurt for starting your turn in - you then get to run out. If you're stupid enough to run into one of these on your turn you take damage.
  • Slow zones like Sickening Radiance that hurt after a few seconds if you end the turn there rather than running the hell away
And then the 2024 team messed up and had the zone moving into the target allowing fast zones to trigger again.
I really wish a D&D designer would read your post. You're exceptionally clear.

I feel like there's an effect – I don't have a name for it yet – that occurs when their rules design team has a deadline and are fixated on a specific issue. Common sense / big picture seems to get lost for these hyper-language-specific interventions that don't work. From my lens, it seems like an upstream conceptual issue that never got raised or addressed.

There IS a way to do natural language (e.g. Cairn, Shadowdark, and plenty of OSR games do this), but D&D tries to have it both ways. For ex, when I read any complex monster stat block, there are specific obsessive rules-language things that I had to read twice to parse (because they're trying to use full sentence structure that allows no wiggle room in interpretation and it's just a bloat), and saying "it's natural language" is totally at odds with the truth IME.

In actuality, it's... Franken-Language.

Edit: Monte Cook wrote a blog post about this topic in 2023 from his lens of working on 5th edition.
 
Last edited:

But to carry your example out, why exclude the caster then? If it’s a dangerous area, it’s a dangerous area for all.

From my POV, it’s a divine spell coming from a higher power with some level of intelligence that can discern enemies from allies.
Except divine spells aren't the only ones that do that.
 

Remove ads

Top