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Adventure: Food of the Gods (DM: ryryguy, Judge: renau1g)
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<blockquote data-quote="ryryguy" data-source="post: 5082093" data-attributes="member: 64945"><p>[sblock=Answers]Ok... first of all, Mezegis, on the bull rush/attack thing. The situation in the post you linked was sort of an odd one, where the enemy was at the bottom of a one-square pit. So he couldn't have been properly bull-rushed since there was no place to push him... and technically, the enemy and the PC should not have been able to occupy the same square at the bottom of the pit. So the whole thing with knocking the enemy prone was just an ad-lib stunt by the judge to allow some sort of maneuver in the strange situation.</p><p></p><p>With Chaku's situation, I'm considering the leap off the edge of the building to be effectively a move and then attack, or alternatively a charge. With a charge, you can make a bull rush as your attack instead of the usual basic attack. The result is just to push the enemy back one space (and you enter his original space). I had forgotten you had used your AP already... it seemed to make sense actually to try to push him away from Krassus via a bull rush, then use your AP to attack. So that's what I though you were trying to do... now I understand though. Using the term "bull rush" confused me. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>It's fine if you want to knock the enemy prone with your flying tackle, via a stunt. I just think it's too much to be able to get a regular bull rush (normally costing a standard) or a knock-prone stunt from a move action, <em>plus</em> keep your standard action for the chance to make an additional attack.</p><p></p><p>So how about this. You can keep the successful attack roll you used for the bull rush, and you can either use it for a normal bull rush (resulting in pushing one square), or decide to knock the enemy prone as a stunt. Or you can substitute that attack roll for the Howling Strike attack you also rolled (using the damage you rolled there). Whichever way you choose, you can still apply half the falling damage to the bad guy due to the dramatic maneuver. You'll end up in K13, unless you choose bull rush, then you'll be in J13 and you choose where to push the bad guy as stated.</p><p></p><p>Regarding the halfling, yes he jumped off the same side of the building (the north side), but he was heading for the eastern corner... I guess you could tell, he jumped from L15->J16. He is not visible from K13, where you are currently shown on the map. You can see the fog of war shaded out area in the updated map so he could be in one of those areas. And the hut, yeah, I didn't have time to show that on the map, but the door (in K14) is open. Chaku can see into L14-L15 and the halfling is not there, but he could also be somewhere else out of sight in the hut interior.</p><p>[/sblock]</p><p></p><p>[sblock=Gas Cloud]I was posting hastily, I meant to go ahead and reveal the Athletics DC to avoid being subject to the trap. It's DC 15, representing holding your breath as you run across. (Too late for Papolstaanas, as he was surprised by it, but he can make the check when he starts his turn to avoid another attack at that time. As long as he ends his turn outside the cloud, which seem pretty likely to be near the top of his agenda. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" />)</p><p></p><p>So it should be cake for Kaeysari to run safely through it. I mean, unless BenBrown has some terrible luck with IC - um, oh yeah, never mind. <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=";)" />[/sblock]</p></blockquote><p></p>
[QUOTE="ryryguy, post: 5082093, member: 64945"] [sblock=Answers]Ok... first of all, Mezegis, on the bull rush/attack thing. The situation in the post you linked was sort of an odd one, where the enemy was at the bottom of a one-square pit. So he couldn't have been properly bull-rushed since there was no place to push him... and technically, the enemy and the PC should not have been able to occupy the same square at the bottom of the pit. So the whole thing with knocking the enemy prone was just an ad-lib stunt by the judge to allow some sort of maneuver in the strange situation. With Chaku's situation, I'm considering the leap off the edge of the building to be effectively a move and then attack, or alternatively a charge. With a charge, you can make a bull rush as your attack instead of the usual basic attack. The result is just to push the enemy back one space (and you enter his original space). I had forgotten you had used your AP already... it seemed to make sense actually to try to push him away from Krassus via a bull rush, then use your AP to attack. So that's what I though you were trying to do... now I understand though. Using the term "bull rush" confused me. :) It's fine if you want to knock the enemy prone with your flying tackle, via a stunt. I just think it's too much to be able to get a regular bull rush (normally costing a standard) or a knock-prone stunt from a move action, [I]plus[/I] keep your standard action for the chance to make an additional attack. So how about this. You can keep the successful attack roll you used for the bull rush, and you can either use it for a normal bull rush (resulting in pushing one square), or decide to knock the enemy prone as a stunt. Or you can substitute that attack roll for the Howling Strike attack you also rolled (using the damage you rolled there). Whichever way you choose, you can still apply half the falling damage to the bad guy due to the dramatic maneuver. You'll end up in K13, unless you choose bull rush, then you'll be in J13 and you choose where to push the bad guy as stated. Regarding the halfling, yes he jumped off the same side of the building (the north side), but he was heading for the eastern corner... I guess you could tell, he jumped from L15->J16. He is not visible from K13, where you are currently shown on the map. You can see the fog of war shaded out area in the updated map so he could be in one of those areas. And the hut, yeah, I didn't have time to show that on the map, but the door (in K14) is open. Chaku can see into L14-L15 and the halfling is not there, but he could also be somewhere else out of sight in the hut interior. [/sblock] [sblock=Gas Cloud]I was posting hastily, I meant to go ahead and reveal the Athletics DC to avoid being subject to the trap. It's DC 15, representing holding your breath as you run across. (Too late for Papolstaanas, as he was surprised by it, but he can make the check when he starts his turn to avoid another attack at that time. As long as he ends his turn outside the cloud, which seem pretty likely to be near the top of his agenda. :)) So it should be cake for Kaeysari to run safely through it. I mean, unless BenBrown has some terrible luck with IC - um, oh yeah, never mind. ;)[/sblock] [/QUOTE]
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