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Cause Fear: What the heck?

Fifth Element said:
Say what? I may be thinking too hard about fantasy, but not all forced movement in 4E is caused by magic. Unless you're using a definition of "magically" that is really inappropriate to use in the discussion of a fantasy RPG.

He's saying that since the magic spell that's being discussed isn't physically grabbing the target up by the scruff of his neck and dragging him down the street in some way, it's not causing forced movement, not that all forced movement is caused by magic. ;)


I think the main trip up with Cause Fear is the fact that (as far as I'm aware) it's the only power in the game that allows a creature free (albeit limited) movement during another creatures turn. It's a special case that effects the very layout of a turn, and that can be trippy for some.
 

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Steelabjur said:
I think the main trip up with Cause Fear is the fact that (as far as I'm aware) it's the only power in the game that allows a creature free (albeit limited) movement during another creatures turn. It's a special case that effects the very layout of a turn, and that can be trippy for some.
Until you look at the warlord :p

But, as far as I know, it is the only power that gives an enemy creature free movement during another creature's turn, though. Which I'm pretty sure is what you meant, I just thought I'd clarify that.
 

keterys said:
The language is clear. The... logic... not as clear.

For example, giving a creature 'free' movement throws people off. It also throws you off that it can just charge back on its own turn.

But making it use its move action on its turn to move would perhaps be too powerful.

When a spell defies logic it makes it confusing.

Run lets you move what +2 a turn, a charge another +2, you can double move so maybe more 16 or so a turn. Somehow with this spell you can move 6+ squares and then when your turn is up move again as if you had not used any movement.
 


Ahglock said:
When a spell defies logic it makes it confusing.

No it doesn't.

I think yellow is a putrid color and I can't believe that people paint their houses and cars that color. It defies any logical sense of good taste ;)

It's not particularly confusing, however. It's very clearcut that it's yellow.

I just don't -like that- and wish it otherwise.

Wishful thinking, yeah, that can make it confusing ;)
 
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Hi ...

So, I presume that this only works on your enemies, not on your allies.

But, if you were able to convince a buddy (bluff check?) that you really meant to hurt them, could you use it on them?

Or, could be simply declare "this buddy is now an enemy", fear them, then undeclare that?
 

Steelabjur said:
...
I think the main trip up with Cause Fear is the fact that (as far as I'm aware) it's the only power in the game that allows a creature free (albeit limited) movement during another creatures turn. It's a special case that effects the very layout of a turn, and that can be trippy for some.

There are lots of powers that allow others to shift around the battlefield. It is not that different. There is a fighter power called 'Come and Get It' that pulls enemies to stand next to him. That would be similar to running into a barbed wire fence.
 

tomBitonti said:
Hi ...

So, I presume that this only works on your enemies, not on your allies.

But, if you were able to convince a buddy (bluff check?) that you really meant to hurt them, could you use it on them?

Or, could be simply declare "this buddy is now an enemy", fear them, then undeclare that?


You could pick your target as far as I am concerned. You could make the stubborn fighter retreat for example, or just get out of the way. He wouldn't like you very much, but it would be creative.
 

Icefire78 said:
word for word from the manual
The target moves its speed + your Charisma modifier
away from you. The fleeing target avoids unsafe squares
and difficult terrain if it can. This movement provokes
opportunity attacks.

Ok, The move is immediate as soon as the spell hits. It's not considered a push or pull effect because they are moving on their own volition. If you changed it into a push effect then some items and spells could negate it. Instead you have to have things that deal with fear effects. Think dragon fear from 3.5 but have it happen on the dragons turn not yours

Don't copy and paste from illegal downloaded PDFs.
 


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