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Bronze Warder MALFUNCTION, MALFUNCTION..

Hypersmurf

Moderatarrrrh...
... This is the problem - PC3 can't actually activate his greaves until the move is ALREADY MADE. They're an interrupt, activated in response to PC3 being pushed.

Right. See my edit to the last post ("Essentially...") - he moves east, he can't end his move there, he has insufficient movement to reach a legal square; his move ends in the last square he could occupy.

He gets shunted back out of PC3's square after moving into it, and that's where his move ends.

The general rule is that he gets shunted back until he's in a legal square. In this case, it's only one square back. If he didn't push PC1, though, it's three squares back.

-Hyp.
 

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Squire James

First Post
I'd say the Warder ends up in the closest set of 4 squares, but suffers the effects of "squeezing" (most notably granting combat advantage) until his next turn. "Closest" here being the fewest number of squares moved, perhaps with some random determination if more than one place is possible. PC 3 has expended his greaves, and PC's 1 and 2 are still pushed.

The DM should remember that the rules are not unbreakable shackles, and when circumstances make totally following the rules impossible some bending of the rules is perfectly acceptable.
 

Danceofmasks

First Post
There are a few situations like this.
Such as when a monster is trying to move through its ally to get to a wizard, and a fighter OAs it along the way, and stops its movement.
But ... "I couldn't have hit it if it stopped way back there!"
 

Hypersmurf

Moderatarrrrh...
There are a few situations like this.
Such as when a monster is trying to move through its ally to get to a wizard, and a fighter OAs it along the way, and stops its movement.
But ... "I couldn't have hit it if it stopped way back there!"

Same rule applies. The opponent did move into its ally's square, and did get hit with the OA, and its move ends in the last square it could occupy. He's too far away for the fighter to hit now, but, briefly, he wasn't.

If he'd moved through five adjacent allies to get to where he was OAed, he would end up five squares back, since that was the last square he could occupy, and thus that's where his move ends.

-Hyp.
 


Hypersmurf

Moderatarrrrh...
Hmm ... how then would falling work?
Say there's a 5' square pit, 10' deep.
One guy falls in, then another guy (not an ally) falls in.

If it is an ally, there's no problem. He can enter the square, he falls 10 feet, he takes 1d10 damage, he's prone, and since he's prone, he can share an ally's square.

If it isn't an ally, he can't enter the first guy's square... and based on responses people have received, a square extends vertically. So the pit - from ten feet down, to above ground level - is a single occupied square that he can't enter. He doesn't fall in, because he can't enter the square the pit is in.

-Hyp.
 


Hypersmurf

Moderatarrrrh...
But doesn't that then mean it's impossible to fly over your foes?

Right - and the same ruling that implies that Thunderwave or Icy Terrain can smack a flying creature who's 50 feet off the ground.

Of course, the ruling is a little confusing when you consider text in Wall powers that says things like "The wall can be up to 12 squares long and up to 6 squares high" or (this limitation does not apply when stacking squares on top of each other)".

-Hyp.
 

Runestar

First Post
Or that you can't aim a fireball 10ft above the ground to hit the huge foe while excluding your medium-sized fighter. 3D combat in 4e is ... interesting...to say the least.;)
 


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