Action Point Question

It's a free action that can't be taken on anyone's turn but your own, and not during a surprise round, and only once during an encounter.

The DM can limit free actions though, but the falling excuse isn't supported by the RAW.

RAW doesnt support the "teleport into the air to attack a flying creature" to begin with. The DM was using the "rule of cool" to start with and just stopped the OP from taking the mile after the inch.
 

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Why/how does RAW not support this?

You teleport into the air without some means to support yourself, you fall. No Wile E. Coyote standing on thin air until you finish your attack. You appear in the air, fall your speed, then get to take your remaining actions.
 



Athletics, PHB. You can only end a jump, for instance, in mid-air if you double-move to expand the length of the jump. You immediately fall if you run out of movement. Ending your move action makes you run out of movement, so you fall.

Again, that is the RAW. Depending on how cool what the player is trying to do I would actively encourage DMs to allow jump+attack (especially against fliers, since high athletics = str, str based characters tend to be limited against fliers).
 

UIhh the PHB section on falling...I suppose you could claim that "gravity" isnt explained in the rules, just the same as "death" isnt, but, hey, its your game.

I had just finished reading the Falling section in the compendium when I posted that, so unless the PHB entry is substantially different, I still don't see anything suggests that you fall immediately, rather than say, at the end of your turn.
 

I had just finished reading the Falling section in the compendium when I posted that, so unless the PHB entry is substantially different, I still don't see anything suggests that you fall immediately, rather than say, at the end of your turn.

Let's say I use a power that pushes you 4 squares. 2 squares in, you are now in preciptous terrain, and you fail your save to prevent the push.

You do not frackin' wait until the end of YOUR turn to fall.

You do not, in fact, frackin' wait until the end of MY turn to fall.

You do not, in fact, frackin' wait until the end of my ACTION to fall.

You fall immediately upon entering preciptous terrain.

And, if you are in the air without the ability to fly, you are now in precipitous terrain.
 

Let's say I use a power that pushes you 4 squares. 2 squares in, you are now in preciptous terrain, and you fail your save to prevent the push.

You do not frackin' wait until the end of YOUR turn to fall.

You do not, in fact, frackin' wait until the end of MY turn to fall.

You do not, in fact, frackin' wait until the end of my ACTION to fall.

You fall immediately upon entering preciptous terrain.

And, if you are in the air without the ability to fly, you are now in precipitous terrain.

Very true. If you open the door for the turn to continue prior to falling, all sorts of cheese can come in. For example, what if the character that teleported up into the air used a teleport + attack power (for simplicity's sake), action pointed, and then used another that granted some movement. Strikers have TONS of these powers, BTW, so it's not out of the realm of possibility.

So say you teleport 5 squares up with a monk, and then you use one of the powers that allows you to move your speed as part of the attack. Do you now get to move your speed to the ground, thus negating the falling damage? Or do you fly through the air horizontally until you end the move and then fall (possibly allowing multiple attacks or letting the monk get into a position where they're not falling as far)? If you toss out the movement portions of the power, where is the rules support for that?

This is why APing in mid-air doesn't seem to be RAI at all. It opens up the door to way too much cheese, or way to too much DM hand-waving to stop the cheese that would've been prevented by not allowing mid-air AP's (or any mid-air attacks, provided that you also say no mid-air attacks periord unless the power allows it, since they can still teleport and use the power granting movement otherwise).
 

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