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<blockquote data-quote="Cadfan" data-source="post: 4768094" data-attributes="member: 40961"><p>Aargh. Rant time.</p><p> </p><p>This is seriously stupid. I'm filing it with the moronic swordmage versatile weapon hand jive as an obviously unintended consequence of rules written for one purpose being used again for another.</p><p> </p><p>The page 47 fly action rules are clearly written for monsters with a fly speed. So it makes sense to include things like crashing only at the end of your turn. It models momentum. I'm cool with that. If you're flying, and you need to fly two spaces per turn to stay in the air, then you should logically only crash when its no longer possible for you to do that. Ie, at the end of your turn. But this doesn't make sense for creatures that fly as the result of a magical effect.</p><p> </p><p>But now we get to have all kinds of rules glitches while WotC tries to ram these two areas of the rules together.</p><p> </p><p>Look at the fun we can have! Allow your ally (or yourself) to fly X spaces with this power or with Telekinetic Leap or some equivalent power. They choose to end their movement in the air. Ok. That's fine, apparently. Next round, they start their turn in the air. So what happens? They instantly crash? Nope! They're flying! Somehow! Except they have no fly speed! So they can't actually move, because they have no fly speed and their feet aren't on the ground. They're hovering motionless in the air in total defiance of the logic of the power, the description of the power, basic reasoning, and the nearly obvious intent of the designers! And they sit there until the END of their turn, motionless, at which point they plummet.</p><p> </p><p>Way to go. This rule made sense when it modeled momentum issues for a monster generally capable of flying. Not so much for people flown by an effect which terminated in the previous round.</p><p> </p><p>I hate rules glitches.</p><p> </p><p>There are a bunch of powers that now "officially" work weird. I think my favorites are the druid powers that let you transform into a flying animal. Now they let you transform into a bird, fly a bit, then transform into a, I dunno, giant floating rhinoceros or something.</p><p> </p><p>Radiant Charge becomes bizarre. Charge something, flying through the air as you do so, then hover for a round and battle ferociously. Then, like a cartoon coyote suddenly realizing that he left the cliff some ten meters back, plummet with a whistling sound and raise a little *poof* dust cloud when you land.</p><p> </p><p>Come on, WotC. It wouldn't be tough to duck this one, just declare that the page 47 rules apply only up until the moment you no longer have the ability to fly. Its logical, plausible from the reading, and doesn't lead to silly outcomes. And it matches the reasoning in powers that strip enemies of their ability to fly, which generally state that when a creature loses the ability to fly while in the air, it crashes.</p></blockquote><p></p>
[QUOTE="Cadfan, post: 4768094, member: 40961"] Aargh. Rant time. This is seriously stupid. I'm filing it with the moronic swordmage versatile weapon hand jive as an obviously unintended consequence of rules written for one purpose being used again for another. The page 47 fly action rules are clearly written for monsters with a fly speed. So it makes sense to include things like crashing only at the end of your turn. It models momentum. I'm cool with that. If you're flying, and you need to fly two spaces per turn to stay in the air, then you should logically only crash when its no longer possible for you to do that. Ie, at the end of your turn. But this doesn't make sense for creatures that fly as the result of a magical effect. But now we get to have all kinds of rules glitches while WotC tries to ram these two areas of the rules together. Look at the fun we can have! Allow your ally (or yourself) to fly X spaces with this power or with Telekinetic Leap or some equivalent power. They choose to end their movement in the air. Ok. That's fine, apparently. Next round, they start their turn in the air. So what happens? They instantly crash? Nope! They're flying! Somehow! Except they have no fly speed! So they can't actually move, because they have no fly speed and their feet aren't on the ground. They're hovering motionless in the air in total defiance of the logic of the power, the description of the power, basic reasoning, and the nearly obvious intent of the designers! And they sit there until the END of their turn, motionless, at which point they plummet. Way to go. This rule made sense when it modeled momentum issues for a monster generally capable of flying. Not so much for people flown by an effect which terminated in the previous round. I hate rules glitches. There are a bunch of powers that now "officially" work weird. I think my favorites are the druid powers that let you transform into a flying animal. Now they let you transform into a bird, fly a bit, then transform into a, I dunno, giant floating rhinoceros or something. Radiant Charge becomes bizarre. Charge something, flying through the air as you do so, then hover for a round and battle ferociously. Then, like a cartoon coyote suddenly realizing that he left the cliff some ten meters back, plummet with a whistling sound and raise a little *poof* dust cloud when you land. Come on, WotC. It wouldn't be tough to duck this one, just declare that the page 47 rules apply only up until the moment you no longer have the ability to fly. Its logical, plausible from the reading, and doesn't lead to silly outcomes. And it matches the reasoning in powers that strip enemies of their ability to fly, which generally state that when a creature loses the ability to fly while in the air, it crashes. [/QUOTE]
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