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Dangerous Objects, Bullrush Consequences - The Flamming Sphere Strike Back (again)
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<blockquote data-quote="Alex319" data-source="post: 4729076" data-attributes="member: 45678"><p>The fact that gravity does not affect a conjuration does not necessarily imply that it is possible to move it up in the air. For example, one could suppose that the magic will only sustain the conjuration up to a few feet above the ground. After all, there are still physical limits to the conjuration, like how fast it can move per round. (But, it's your game, you're free to interpret it how you want.)</p><p></p><p>Because if WotC wanted a conjuration to fly, they would have explicitly given it a fly speed.</p><p></p><p>What about them? I'm not sure I understand what the problem is. Presumably since a conjuration "cannot be attacked or physically affected", it would not be affected by the wind, and knowing its mass would be unnecessary. And I have no idea what you're talking about in regards to "Fortitude use to determine the mass of a character."</p><p></p><p>I guess I'm still not 100% clear on what that house rule would entail. What, specifically, do you want to do with Thunderwave that you can't do already?</p><p></p><p>If you do, I'll take a look. It would really help clear up a lot of the confusion.</p><p></p><p>Okay, you're right, I'm wrong. I wasn't paying attention to the errata.</p><p></p><p>I didn't mean to "dissuade" anyone from anything. My question was trying to understand what you wanted so that I would be better able to give advice.</p><p></p><p>I see two possible directions to go in with these houserules:</p><p></p><p>1. If you have a relatively small set of specific actions that you want to do with Mage Hand (like grab a foe or throw an object) then it would be possible to come up with specific rules for those actions. For example, grabbing could be resolved like a regular grab action except using the mage's Int as the attack, throwing an object could be a ranged attack roll, etc. Oftentimes there are existing rules that do something close to what you want to do, so only a little needs to be changed.</p><p></p><p>2. You don't have a particular list of actions; what you want to do is make up actions on the fly, like different ways to use the Mage Hand. This is often referred to as "stunting" - "improvised" combat actions that aren't covered in the rules, and every group has their own way of doing these. There is advice on how to handle these on Page 42 of the DMG - you could start there for inspiration.</p></blockquote><p></p>
[QUOTE="Alex319, post: 4729076, member: 45678"] The fact that gravity does not affect a conjuration does not necessarily imply that it is possible to move it up in the air. For example, one could suppose that the magic will only sustain the conjuration up to a few feet above the ground. After all, there are still physical limits to the conjuration, like how fast it can move per round. (But, it's your game, you're free to interpret it how you want.) Because if WotC wanted a conjuration to fly, they would have explicitly given it a fly speed. What about them? I'm not sure I understand what the problem is. Presumably since a conjuration "cannot be attacked or physically affected", it would not be affected by the wind, and knowing its mass would be unnecessary. And I have no idea what you're talking about in regards to "Fortitude use to determine the mass of a character." I guess I'm still not 100% clear on what that house rule would entail. What, specifically, do you want to do with Thunderwave that you can't do already? If you do, I'll take a look. It would really help clear up a lot of the confusion. Okay, you're right, I'm wrong. I wasn't paying attention to the errata. I didn't mean to "dissuade" anyone from anything. My question was trying to understand what you wanted so that I would be better able to give advice. I see two possible directions to go in with these houserules: 1. If you have a relatively small set of specific actions that you want to do with Mage Hand (like grab a foe or throw an object) then it would be possible to come up with specific rules for those actions. For example, grabbing could be resolved like a regular grab action except using the mage's Int as the attack, throwing an object could be a ranged attack roll, etc. Oftentimes there are existing rules that do something close to what you want to do, so only a little needs to be changed. 2. You don't have a particular list of actions; what you want to do is make up actions on the fly, like different ways to use the Mage Hand. This is often referred to as "stunting" - "improvised" combat actions that aren't covered in the rules, and every group has their own way of doing these. There is advice on how to handle these on Page 42 of the DMG - you could start there for inspiration. [/QUOTE]
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Dangerous Objects, Bullrush Consequences - The Flamming Sphere Strike Back (again)
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