Action Point Question

Mort_Q said:
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.
So you could fall three rounds later? I think that's what you're implying, as silly as it sounds.
 

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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.

The rules also don't explicitly say that donkeys exist in D&D. Come on, dude. Use some common sense. Of course you don't wait until the end of your turn to fall. DracoSuave pointed out a great example of how silly that would be.

The rules also don't say that you fall immediately rather than, say, on your next birthday at noon.
 


I agree with the majority that you would start falling right away.

The question I have is on a power like the Avengers "Crimson Stride":

"You stride through nothingness, appearing at your enemy’s side to make a deadly attack. Then you stride away, carrying your foe with you.
Encounter
bullet.gif
Divine, Teleportation, Weapon
Standard Action Melee 1
Effect: Before the attack, you teleport 5 squares to a square adjacent to an enemy.
Target: One enemy
Attack: Wisdom vs. AC
Hit: 2[W] + Wisdom modifier damage. You teleport 5 squares and then teleport the target to a square adjacent to you."

If you teleported 5 squares -up- to a flying foe, do you get the attack then,
as the power states, or would you immediately start falling, and miss the
attack? Would the last part of the power be negated then?

What if you used the teleport adjacent part to teleport to a square *above*
the flying foe - could you then get a chance to hit? (or heck, ultra cool factor
here, ride the thing!)... :)

Thanks!
 

My answer to all this is simple tho...

Yes, you do fall right away...

...but not falling first and getting -something- in is awesome.

What's a good answer?

-before- an AP is spent, allow a roll to see if they can do it. Why not?

That's what DMs are for.

Technically yes, but hey, why not break the rules once in a while for awesome?

Just don't expect me to allow it all the time.
 


The racial ability of Loony Toons:

I never noticed!
No Action
At Will
Trigger: You fail to notice a change in your situation that will cause the laws of physics to effect you differently than they did a moment ago.
Effect: Until the end of your turn the laws of physics do not effect you in anyway you were not expecting. If you become aware of the change in situation that triggered this ability you immediately lose the benefits of this effect. If this happens you may use a free action to hold up a sign saying a comical message before losing the benefits.
 

If someone used a teleport and attack power to attack a flying creature, I'd allow it. Not sure/don't care if RAW supports it or not. After the attack is resolved, they fall. If they want to spend an action point, it will depend on what they are trying to do with the action point. A straight up attack, I'd say no. Action point for sorcerous sirocco or some other funky maneuver, I might allow.

I would be less lenient with teleport as a move action. In that case, the character would fall before taking another action. If they got creative and wanted to teleport above the creature, trying to grab onto it as they fall, I might allow some sort of stunt to resolve that.

As Draco said, this sort of thing is what a DM is for, but it's not always going to fly. I see no problem with the way the OP's DM ruled.
 


Another funky situation: Baddie flying over a rift/chasm. Swordmage uses Armathors Step, unloads in mid-air, then actio point Dimension Warps with the Rogue who has readied an action and has a ring of Feather falling. The swordmage is back safely on solid ground and the Rogue takes no falling damage either.
 

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