RandomPrecision said:
Well, it's been stated that you can move through friendly squares, but A.) we never use miniatures, and B.) my most recent DM doesn't accept that. Therefore, getting back to the usefulness of BR, we were in a narrow hall with 2 party members across fighting 2 monsters across. A bull rush would draw an AoO from the other monster, but open the corridor for other party members to get in, potentially flank both monsters, and hit a monster behind these two.
You can get away with not using minis in trivial combats if you really know the rules. Otherwise, you need a grid and minis (or pennies or whaver) so that everyone can visualize the tactical situation.
If you have a DM who "won't accept" a tactical rule, it probably won't help you to describe how the tactical rules work. But just for fun, I'll show you how it could work.
If you have a 10-ft.-wide corridor with a ranger (R), two fighters (F), two orc (O) and an orc shaman (S) like this:
Code:
_ABCDEFGHI
1R_FO_S_
2__FO___
The Ranger in A1 wants to attack the Shaman in F1, but he needs to get through the melee first.
The Ranger can move from A1 to C1 and intiate a Bull Rush from the fighter's square (per the Bull Rush rules), entering the orc's square, D1. This provokes an AoO from both orcs, except if the Ranger has the Improved Bull Rush feat, he doesn't provoke an AoO from the orc in D1. The AoO from the orc in D2 has a 25% chance of accidentally targeting the orc in D1.
Whether the Ranger fails or succeeds in his Bull Rush attack, the Ranger is done for the round (he's made a move action and an attack action).
If the Ranger fails to push the orc back, the Ranger returns to square C1. Since this is occupied, the Ranger falls prone (per the Bull Rush rules).
If the Ranger succeeds, the orc is pushed back. Depending on the results of the opposed checks, the orc can be pushed back 5 ft., 10 ft., 15 ft., etc.
If the orc is pushed back 5 ft. from D1 to E1, the Ranger stops in D1 and the combat continues. (The orc in D2 probably falls back 5 ft. to E2, preventing the Ranger from getting to the Shaman, but that happens later.)
Code:
_ABCDEFGHI
1__FROS_
2__FO___
If the orc is pushed back 10 ft. from D1 to F1, the Ranger stops in E1. Now the orc is in an illegal square and his previous square is occupied, therefore he must move to the nearest legal square. Since there are four legal squares 5 ft. away from F1 (E2, F2, G2 and G1), the DM must roll randomly to determine where the orc ends up.
If the orc is pushed back 15 ft. or more, the results are the same as if the orc has been pushed back 10 ft. because the Ranger can't Bull Rush more than one opponent in a round so he can't enter the Shaman's square.