Hello all !
I'm french, so please don't be rude with my (poor) english - I use a dictionary
.
I wish to present you my first contribution on your (excellent) forum : The Flamming Sphere Strike Back (again) !
I play an eladrin wizard and discovered many problems to manage the controller role. So I read the rules, but not all. And I found your forum. Now I try to write a few houses rules to clarify or complete the existent rules.
The first problem was the bullrush rule. In fact, the real problem is the consequences, not the rule itself. Why ? Because if a bullrush have no consequences regardless of any dammages, I think it's unfinished.
For example, consider a character who fight and bullrush an ennemy which his back is front a wall. The rule say that the bullrush have no consequence because there's no place to move after. Well. But imagine a wall with pikes ! So what do you think it will happen in this situation ?
That's the first step of my problem.
My wizard use the at-will power Thunderwave. I know with the grace of you, that this power is not the first you could recommand (I read about the Fortitude Defense regardless of the Reflexe Defense) but I intended to use (and abuse if I could) the secondary effect : the push.
That's the link with the bullrush rule.
If you think like me it's necessary to create a house rule to manage consequences of bullrushs, so you may like my "combo".
Imagine, again, a situation where my wizard could use his Thunderwave to push foes on the Flamming Sphere ! If the bullrush is the only rule to decide what happen here, there is a big problem, doesn't it ?
I need to precise I'm not a power user of D&D but I'm an experienced player in many rpgs. I don't whant to break the balance, but I realize the real problem is that if the rules don't give you the right to do something, sometimes you will not try, or your DM will dissuade you.
I think it's a good idea to write a house rule to manage the consequences of bullrush, and of course, all the push or slide effects. Some existent rules describes a few consequences like falling after a bullrush or enter in a dangerous zone. A save roll is the response of WOTC. I think it's a balance break, and really absurd, in certain situations like :
_ Bigby’s Icy Grasp (if the hand grabs a foe, move over a pit and release him)
_ Bullrush or any push, slide effect to move a foe in a square adjacent to the Flamming Sphere
To be precise with my previous searches, I consider the move of conjurations is not limited by the gravity and can move 3D because a conjuration is not affect by environmental forces. Plus, a conjuration is solid like WOTC said in the answer of another thread there :
Dragon Avenue Forums | 4E Rules Question- Flaming Sphere
So, with my "combo" [ Flamming Sphere + Thunderwave ], and a good placement with others allied, multiple attacks could be tried to push foes on the Sphere for 2d6+Int Damages for each hit. If you think the 2d6+Int is not appropriate, consider that 1d4+Int is a consequence of the Sphere heating proximity and not a direct contact like the attack does when the conjurer use the Sphere to rush to an adjacent creature.
Now I'll trying to write the house rule I suggest, and wish to do it with you if possible.
Thanks for your work and your advices.
I'm french, so please don't be rude with my (poor) english - I use a dictionary

I wish to present you my first contribution on your (excellent) forum : The Flamming Sphere Strike Back (again) !
I play an eladrin wizard and discovered many problems to manage the controller role. So I read the rules, but not all. And I found your forum. Now I try to write a few houses rules to clarify or complete the existent rules.
The first problem was the bullrush rule. In fact, the real problem is the consequences, not the rule itself. Why ? Because if a bullrush have no consequences regardless of any dammages, I think it's unfinished.
For example, consider a character who fight and bullrush an ennemy which his back is front a wall. The rule say that the bullrush have no consequence because there's no place to move after. Well. But imagine a wall with pikes ! So what do you think it will happen in this situation ?
That's the first step of my problem.
My wizard use the at-will power Thunderwave. I know with the grace of you, that this power is not the first you could recommand (I read about the Fortitude Defense regardless of the Reflexe Defense) but I intended to use (and abuse if I could) the secondary effect : the push.
That's the link with the bullrush rule.
If you think like me it's necessary to create a house rule to manage consequences of bullrushs, so you may like my "combo".
Imagine, again, a situation where my wizard could use his Thunderwave to push foes on the Flamming Sphere ! If the bullrush is the only rule to decide what happen here, there is a big problem, doesn't it ?
I need to precise I'm not a power user of D&D but I'm an experienced player in many rpgs. I don't whant to break the balance, but I realize the real problem is that if the rules don't give you the right to do something, sometimes you will not try, or your DM will dissuade you.
I think it's a good idea to write a house rule to manage the consequences of bullrush, and of course, all the push or slide effects. Some existent rules describes a few consequences like falling after a bullrush or enter in a dangerous zone. A save roll is the response of WOTC. I think it's a balance break, and really absurd, in certain situations like :
_ Bigby’s Icy Grasp (if the hand grabs a foe, move over a pit and release him)
_ Bullrush or any push, slide effect to move a foe in a square adjacent to the Flamming Sphere
To be precise with my previous searches, I consider the move of conjurations is not limited by the gravity and can move 3D because a conjuration is not affect by environmental forces. Plus, a conjuration is solid like WOTC said in the answer of another thread there :
Dragon Avenue Forums | 4E Rules Question- Flaming Sphere
So, with my "combo" [ Flamming Sphere + Thunderwave ], and a good placement with others allied, multiple attacks could be tried to push foes on the Sphere for 2d6+Int Damages for each hit. If you think the 2d6+Int is not appropriate, consider that 1d4+Int is a consequence of the Sphere heating proximity and not a direct contact like the attack does when the conjurer use the Sphere to rush to an adjacent creature.
Now I'll trying to write the house rule I suggest, and wish to do it with you if possible.
Thanks for your work and your advices.
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