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Dangerous Objects, Bullrush Consequences - The Flamming Sphere Strike Back (again)
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<blockquote data-quote="ien2lest" data-source="post: 4723210" data-attributes="member: 82961"><p>Wahou ! Thanks Alex ! I need to be clear. Sorry.</p><p></p><p>I play my wizard with the Thunderwave and Magic Missile at-will powers. It is the first time I play D&D 4 with the goal to be DM after. That's why I try to understand the rules, learn them, and understand their spirit <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /> . My first experience with D&D (1st ed. and Advanced) was desastrous because of stupids DM. I don't want to do the same.</p><p></p><p>I'm aware of the wizard design in previous version of D&D and think that some people are a bit influenced by the old balance : the wizard was very powerfull (of course after the 1st levels). I don't know about the creators intentions of the current version, but I think they are also influenced by that.</p><p></p><p>So. I complete my wizard with Flamming Sphere, and many problems appeared like you could expect. My DM used sometimes the Flamming Sphere like a Blocking Terrain, and sometimes not because of the rules like they are written currently, even with the official errata. I'm not complaining here, but trying to tell the problems like they happened.</p><p></p><p>After that, I read a lot about Flamming Sphere and discovered your forum <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> . I think now I have a good vision about this power and their consequences in the game balance. But with this search, in the goal to respect the rules as if possible, I'm forced to explain constantly my vision to my DM before the party. If not, he was surprised and forced to analyse in the heat of action. That's why I think it's better to plan the consequences of the rules when many problems with some powers are unavoidables.</p><p></p><p>And it's the Wizard Syndrom in this version of D&D. Consider the Mage Hand and the manipulate possibility compare to the Mordenkainen Sword conjuration. Many problems...</p><p></p><p>Then I try to write a document to prepare some of interpretations about wizard powers like the grabbing possibilty of Bigby's Icy Grasp, Mage Hand manipulations, and Flaming Sphere for examples.</p><p></p><p>Some people wanted to modify the balance because of the "powerfull" Flaming Sphere. I'm not convince it's necessary because some consequences on conjurate. If a wizard use a conjuration, he must choose between offensive with the conjuration, sustaining it, move the conjuration and himself, etc. When he use a conjuration he is less mobile, and then much vulnerable. If a power make you much easier to target, don't you think it could be compensated by a "powerfull" power ?</p><p></p><p>But with the consequences to a push/slide effect on the Flaming Sphere, the problem is much complicated. Some people shall want, perhaps, to banish this power ! Stupid <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f615.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":confused:" title="Confused :confused:" data-smilie="5"data-shortname=":confused:" /> . This problem is a consequence of a void in the rules, or the balance, or the two of them. It's just my opinion of course.</p><p></p><p>I analysed further the consequences of push/slide effects. And the problem is that the rules allow a save roll "each time" a creature is pushed/slided trough a Hindering Terrain. All of the squares adjacents to a Flaming Sphere are Hindering Terrain if I don't mistaking myself. So, if a wizard use Thunderwave to push on the Flaming Sphere a creature wich is not adjacent to the Flaming Sphere, the creature could avoid the danger with a save roll before entering into a square adjacent to the Sphere and another save roll before the contact to the Sphere. Two save rolls !</p><p></p><p>For the problem of grabbing with Bigby's Icy Grasp, I intend to use this conjuration to grab a foe, to move the conjuration up (in 3D) and release the foe to provoque a fall. In that case, if the foe could do a save roll, it's impossible to avoid the fall. That's why I think it's necessary to clarify again the consequences of the push/slide effects.</p><p></p><p>Of course it's a DM's work to prepare the party and to be aware of these problems, and resolve it. But with all the problems with magic powers I found, I think it could be a good idea to help him to do a "good" work <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> .</p><p></p><p>---</p><p></p><p>I like your house rule for grab exception <img src="http://www.enworld.org/forum/images/smilies/laugh.png" class="smilie" loading="lazy" alt=":lol:" title="Laughing :lol:" data-shortname=":lol:" /> . The Dangerous Wall is your creation ? I think it will be more general if I write a house rule like that:</p><p></p><p><strong>Dangerous Object:</strong></p><p><strong></strong></p><p>A Dangerous Object is an object wich is considered like Hindering Terrain. The damages of the object depends on it's nature and applied when a creature is forced-move on it. If a push/slide effect move a creature on it, the target of the push/slide effect could avoid damages with a saving throw. If the object is an obstacle, but not blocking, a creature could stand in it's space. If the object is blocking, the adjacent squares are not considered like Hindering Terrain.</p><p></p><p><strong>Update to Flaming Sphere:</strong></p><p></p><p><em>Special:</em> Consider the Sphere like a Dangerous Object. The squares adjacent to the Sphere are Hindering Terrain.</p></blockquote><p></p>
[QUOTE="ien2lest, post: 4723210, member: 82961"] Wahou ! Thanks Alex ! I need to be clear. Sorry. I play my wizard with the Thunderwave and Magic Missile at-will powers. It is the first time I play D&D 4 with the goal to be DM after. That's why I try to understand the rules, learn them, and understand their spirit :p . My first experience with D&D (1st ed. and Advanced) was desastrous because of stupids DM. I don't want to do the same. I'm aware of the wizard design in previous version of D&D and think that some people are a bit influenced by the old balance : the wizard was very powerfull (of course after the 1st levels). I don't know about the creators intentions of the current version, but I think they are also influenced by that. So. I complete my wizard with Flamming Sphere, and many problems appeared like you could expect. My DM used sometimes the Flamming Sphere like a Blocking Terrain, and sometimes not because of the rules like they are written currently, even with the official errata. I'm not complaining here, but trying to tell the problems like they happened. After that, I read a lot about Flamming Sphere and discovered your forum :D . I think now I have a good vision about this power and their consequences in the game balance. But with this search, in the goal to respect the rules as if possible, I'm forced to explain constantly my vision to my DM before the party. If not, he was surprised and forced to analyse in the heat of action. That's why I think it's better to plan the consequences of the rules when many problems with some powers are unavoidables. And it's the Wizard Syndrom in this version of D&D. Consider the Mage Hand and the manipulate possibility compare to the Mordenkainen Sword conjuration. Many problems... Then I try to write a document to prepare some of interpretations about wizard powers like the grabbing possibilty of Bigby's Icy Grasp, Mage Hand manipulations, and Flaming Sphere for examples. Some people wanted to modify the balance because of the "powerfull" Flaming Sphere. I'm not convince it's necessary because some consequences on conjurate. If a wizard use a conjuration, he must choose between offensive with the conjuration, sustaining it, move the conjuration and himself, etc. When he use a conjuration he is less mobile, and then much vulnerable. If a power make you much easier to target, don't you think it could be compensated by a "powerfull" power ? But with the consequences to a push/slide effect on the Flaming Sphere, the problem is much complicated. Some people shall want, perhaps, to banish this power ! Stupid :confused: . This problem is a consequence of a void in the rules, or the balance, or the two of them. It's just my opinion of course. I analysed further the consequences of push/slide effects. And the problem is that the rules allow a save roll "each time" a creature is pushed/slided trough a Hindering Terrain. All of the squares adjacents to a Flaming Sphere are Hindering Terrain if I don't mistaking myself. So, if a wizard use Thunderwave to push on the Flaming Sphere a creature wich is not adjacent to the Flaming Sphere, the creature could avoid the danger with a save roll before entering into a square adjacent to the Sphere and another save roll before the contact to the Sphere. Two save rolls ! For the problem of grabbing with Bigby's Icy Grasp, I intend to use this conjuration to grab a foe, to move the conjuration up (in 3D) and release the foe to provoque a fall. In that case, if the foe could do a save roll, it's impossible to avoid the fall. That's why I think it's necessary to clarify again the consequences of the push/slide effects. Of course it's a DM's work to prepare the party and to be aware of these problems, and resolve it. But with all the problems with magic powers I found, I think it could be a good idea to help him to do a "good" work ;) . --- I like your house rule for grab exception :lol: . The Dangerous Wall is your creation ? I think it will be more general if I write a house rule like that: [B]Dangerous Object: [/B] A Dangerous Object is an object wich is considered like Hindering Terrain. The damages of the object depends on it's nature and applied when a creature is forced-move on it. If a push/slide effect move a creature on it, the target of the push/slide effect could avoid damages with a saving throw. If the object is an obstacle, but not blocking, a creature could stand in it's space. If the object is blocking, the adjacent squares are not considered like Hindering Terrain. [B]Update to Flaming Sphere:[/B] [I]Special:[/I] Consider the Sphere like a Dangerous Object. The squares adjacent to the Sphere are Hindering Terrain. [/QUOTE]
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