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4e "getting back to D&D's roots" how?
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<blockquote data-quote="Gimby" data-source="post: 4505628" data-attributes="member: 49875"><p>I think we are getting a little off topic here, but if all the power does is knock you prone, it doesn't matter where it's done - top of a cliff, flat room, whatever. You just go down in your current square. </p><p></p><p>If the effect is a push, then it does matter where you do it - either you go flying off the cliff or you fall prone in your current square - it's not a "quasi-real wall", it's throwing yourself to the ground to avoid getting bowled over the edge. Note that you don't have to take the save - wording is "can" - so you can choose to get thrown off if you want. Hmm, take all that fallling damage and give up your current position or grant combat advantage and maintain it? Tricky choice, sounds almost, I don't know, "tactical"? Maybe? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>-edit On reflection, I think I see where you are coming from with the "quasi-real wall" thing - you don't normally get a save against forced movement, are you suggesting that you should always be allowed to fall prone to avoid the effects of a push, not just when you are about to fall off an edge?</p></blockquote><p></p>
[QUOTE="Gimby, post: 4505628, member: 49875"] I think we are getting a little off topic here, but if all the power does is knock you prone, it doesn't matter where it's done - top of a cliff, flat room, whatever. You just go down in your current square. If the effect is a push, then it does matter where you do it - either you go flying off the cliff or you fall prone in your current square - it's not a "quasi-real wall", it's throwing yourself to the ground to avoid getting bowled over the edge. Note that you don't have to take the save - wording is "can" - so you can choose to get thrown off if you want. Hmm, take all that fallling damage and give up your current position or grant combat advantage and maintain it? Tricky choice, sounds almost, I don't know, "tactical"? Maybe? ;) -edit On reflection, I think I see where you are coming from with the "quasi-real wall" thing - you don't normally get a save against forced movement, are you suggesting that you should always be allowed to fall prone to avoid the effects of a push, not just when you are about to fall off an edge? [/QUOTE]
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4e "getting back to D&D's roots" how?
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