Collected Core Handbook Errata

"p.77: under the Melee Weapon Groups and Associated Statistics table it says, "Polearm: Wisdom [and rarely Dexterity]", there are no polearm exploits that take advantage of Wisdom, and only one that uses Dexterity [Diirk]"

While this is true as far as powers go, there are feats (such as polearm gamble) that rely on high wisdom and spear mastery that rely on high dex. I don't believe this needs errata.
Me neither. I'm guessing we'll see more powers that use wisdom and dexterity in the Martial Power book. What people have to keep in mind is that the PHB is just laying down the ground rules. They couldn't possibly have fit absolutely everything into that book. It would have ended up looking like a dictionary if they'd tried. And it would have cost as much too.
 

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Must a push be in a straight line, or am I allowed to zig-zag the foe in and out of a wall of fire, so long as each square he moves brings him further away from me?

I don't know how this is Errata... the rules in no way imply the requirement of a straight line that I can see.

The only restrictions in the rules are the need to move further away (and only movement along the longer axis matters due to the diagonal counting rule) and maintain LoE to the destination square. Wall of Fire doesn't block LoE (just LoS), so the idea of pushing someone thru a WoF several times with one push is possible.

The DMG expansion on the "Catching Yourself" rule to reflect Hazardous Terrain, however, strongly implies a save each square of the push which would result in damage, limiting this strategy somewhat.
 

I don't know how this is Errata... the rules in no way imply the requirement of a straight line that I can see.

The only restrictions in the rules are the need to move further away (and only movement along the longer axis matters due to the diagonal counting rule) and maintain LoE to the destination square. Wall of Fire doesn't block LoE (just LoS), so the idea of pushing someone thru a WoF several times with one push is possible.

The DMG expansion on the "Catching Yourself" rule to reflect Hazardous Terrain, however, strongly implies a save each square of the push which would result in damage, limiting this strategy somewhat.
As a DM I would certainly rule that your push must go in a path that does not reverse direction... that is, if you move "East" with the first move, you can then move "North", "South", "Northeast", "Southeast" or continue "East" (which doesn't change anything, just brings you back here). After selecting North(east) or South(east) you are locked into those two directions and their diagonal. You can't push someone East, Northeast, Southeast (unless the effect is one by which you can follow them in which case I would rule that you are pushing them one square at a time and shifting to follow, and each square is indepenent). Likewise pulls follow the same rules. Slides are immune to restrictions.
 

As a DM I would certainly rule that your push must go in a path that does not reverse direction... that is, if you move "East" with the first move, you can then move "North", "South", "Northeast", "Southeast" or continue "East" (which doesn't change anything, just brings you back here).

Pushes have a rule: each square must be further away from you. That stops any doubling back.
 

Pushes have a rule: each square must be further away from you. That stops any doubling back.
Code:
P-
E-
-1
2-
-3

P=Player, E=Enemy, # = square pushed into. Each square moves the enemy further away while still zigzagging, which seems to me against the spirit of "push". RAW I see no problem with this, RAI... well... who knows?
 

Pushes have a rule: each square must be further away from you. That stops any doubling back.
Not doubling back, zig-zagging. Like my wizard pushes the foe NW, then SW, then NW and so on.

Something like this scenario here. The yellow line shows the route of movement.

 
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That's pretty funny, but now that I see it, I agree its silly.

Personally, I'd rule you only get the damage for entering a damaging zone once per full action of movement (where a push, pull, or personal move action, whatever).
Scenari 1: I push someone 6 squares. Like that picture, I zigzag him in and out of the fire, so he entes it three times.
Scenario 2: I push someone 6 squares. The first square pushes him into the wall of fire; the remaining five push him 5 squares along the wall, never leaving it, so he's entirely within the fire for the full mvement.

In the first scenario, the victim spends about half the time in the fire but takes three times as much damage. That's silly.
So I'd rule as above: in both scenarios, the guy takes damage just once. If someone else then moved him out of the fire and back in, I'd be happy to let him take the damage again.
 

I would rather use the existing rules where possible. I count 4 steps along this push where the subject is pushed into a space more dangerous/damaging than the prior one (the first step, from not adjacent to the WoF to adjacent where damage is immanent if not immediate, then each of the steps that enter the Wall itself except the last one, which is from in wall to in wall). That would, to me, allow 4 Saves to avoid the push, which means completing the whole pattern shown is quite unlikely (~4.1%, less if the pushed opponent has any Save bonuses).

Meanwhile, replace the WoF with a crowded battlefield of allies and enemies, tight spots, etc. (some of which you can push thru and some of which you can't) and you'll see why allowing a zig-zagging Push is sometimes necessary for the Push to have any possibility of being used at all.

But, either way, this is not a discussion of Errata in any meaningful way.
 


re

Blade Cascade is now reasonable while still being very good. I am happy Wizards quickly curtailed the abuse of this ability as it was way too good. The fact of this was actually being argued by some players, when they knew it was way too good.

Blade Cascade [Revision]
Player’s Handbook, page 109
On the Attack line, replace the second sentence with “Alternate main and offhand
weapon attacks until you miss or until you make five attacks.”
 

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