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Beholders and anti magic
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<blockquote data-quote="GMMichael" data-source="post: 8074975" data-attributes="member: 6685730"><p>Well, I presented the rules as written to you in earlier posts. I can't force you to see/read them. At no point have I professed how the rules were intended. Although, I will here: the rules are intended to guide the PCs and DM toward having a fun D&D experience. If that means golems do or do not function in AMFs, so be it.</p><p></p><p></p><p>Ancient white dragon: if there's an AMF big enough to surround an ancient dragon and its path to the ground, yeah, it would fall. But it might make a decent landing, like those crashing dragons in Skyrim. An AMF of that size, though, is more likely a divine event, so falling isn't the worst of the dragon's problems.</p><p></p><p>Monks: I don't know, some people consider it godly when someone walks on water. AMFs don't stop gods. You can check out some stunts/parkour videos for normal humans running along walls. I'd limit a monk to a realistic amount of wall-running in an AMF, just because I like my games a bit on the gritty side.</p><p></p><p>You'll have to show me this RAW about only-things-expressly-called-out are magic. Because I'm reading this:</p><p></p><p>The rules are a bit sloppy on distinguishing between "magic" and "spells." The first passage suggests that spells are a subset of magic, while the second one conflates magic and spells - "major exceptions" refers indirectly to the magic spells chapter/section of the PHB.</p><p>That last one is interesting, because I don't see where the shield guardian is expressly called out as magical in its monster entry. But the passage expressly calls it out as "evidence of magic."</p></blockquote><p></p>
[QUOTE="GMMichael, post: 8074975, member: 6685730"] Well, I presented the rules as written to you in earlier posts. I can't force you to see/read them. At no point have I professed how the rules were intended. Although, I will here: the rules are intended to guide the PCs and DM toward having a fun D&D experience. If that means golems do or do not function in AMFs, so be it. Ancient white dragon: if there's an AMF big enough to surround an ancient dragon and its path to the ground, yeah, it would fall. But it might make a decent landing, like those crashing dragons in Skyrim. An AMF of that size, though, is more likely a divine event, so falling isn't the worst of the dragon's problems. Monks: I don't know, some people consider it godly when someone walks on water. AMFs don't stop gods. You can check out some stunts/parkour videos for normal humans running along walls. I'd limit a monk to a realistic amount of wall-running in an AMF, just because I like my games a bit on the gritty side. You'll have to show me this RAW about only-things-expressly-called-out are magic. Because I'm reading this: The rules are a bit sloppy on distinguishing between "magic" and "spells." The first passage suggests that spells are a subset of magic, while the second one conflates magic and spells - "major exceptions" refers indirectly to the magic spells chapter/section of the PHB. That last one is interesting, because I don't see where the shield guardian is expressly called out as magical in its monster entry. But the passage expressly calls it out as "evidence of magic." [/QUOTE]
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