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DDXP characters - unexpected tactics?

Cadfan said:
Here's my solution- make sure things like battlements with hundred foot drops on each side at least as wide as twice the distance that the best enemy pusher can push, plus one. Then any character standing in the center that is threatened with being pushed over the edge has to be pushed twice, and has a chance to react in between pushes.

Unless there are two monsters in opposing party.

"You cannot play more than one monster with push ability if 'lava terrain' world enchantment is in the play" - and problem fixed.
 

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Tuft said:
Did anyone who played during DDX try to use Forced Movement (Push/Pull/Slide) aggressively, i.e. try to force an opponent into a dangerous square? Was there any mention how lethal the destination of such a maneuver can be?

For example, can you push someone into a fire, into a known trap (or into an unknown trap ;) ), down into molten lava, down an open pit trap(1), off a bridge, off a ship, or off a 3000 foot cliff?

(1) This sounds dangerously close to "kobold golf"... :)

I played in DDX.

In Escape from Sembia one of the encounters was vs skeletons on a rocky mountain pass. To the left of the party was a "sheer drop off" or something along those lines. Whenever an effect attempted to push or slide a creature off the cliff, we were informed that the enemy had a chance to "save itself". Presumably a saving throw was rolled, and a pass resulted in the creature falling prone in the last non cliff square he occupied.
Example:

The dwarf successfully used iron tide and was entitled to push target skeleton over the edge.
(DM rolls some dice..)
"Skeleton saved himself from going over the edge. He is now prone."

One other time i think something under curse of the dark dream was slid to where he would have gone over the edge, DM rolled dice, then skeleton DID go over the edge.
I assume that was a failure on the saving yourself throw.
 

Cadfan said:
PMs are not enabled for you, either. I'm pretty certain that PMs are not enabled for the board as a whole.
The PM system is enabled if you click on the Support the Site link above and pay to become a community supporter. There are various benefits you can pay to receive. If either member doesn't have PM's enabled, you probably can't send or receive a PM from them. Personally I wanted to enable the search functions, as well as supporting the site.
 

Cleric Nova:

Standard Action: Cascade of Light 3d8+4 damage
Free Action: Triggered Power of Amaunator 1d10 damage
Action Point Standard Action: Lance of Faith 1d8 + 4 + 5 (vulnerability) damage
Free Action: Triggered Power of Amaunator 1d10 damage
Minor Action: Healing Word (because you can!)
Move Action: Behind the Fighter you just healed...

Total damage: 4d8+2d10+13 damage (average 42)

PS
 

Xfer83 said:
I played in DDX.

In Escape from Sembia one of the encounters was vs skeletons on a rocky mountain pass. To the left of the party was a "sheer drop off" or something along those lines. Whenever an effect attempted to push or slide a creature off the cliff, we were informed that the enemy had a chance to "save itself". Presumably a saving throw was rolled, and a pass resulted in the creature falling prone in the last non cliff square he occupied.
Example:

The dwarf successfully used iron tide and was entitled to push target skeleton over the edge.
(DM rolls some dice..)
"Skeleton saved himself from going over the edge. He is now prone."

One other time i think something under curse of the dark dream was slid to where he would have gone over the edge, DM rolled dice, then skeleton DID go over the edge.
I assume that was a failure on the saving yourself throw.

That's a fairly reasonable system. Being prone is still a pretty good effect instead of completely killing the skeleton and it does make the involuntary movement powers a little less deadly...
 

Xfer83 said:
I played in DDX.

In Escape from Sembia one of the encounters was vs skeletons on a rocky mountain pass. To the left of the party was a "sheer drop off" or something along those lines. Whenever an effect attempted to push or slide a creature off the cliff, we were informed that the enemy had a chance to "save itself". Presumably a saving throw was rolled, and a pass resulted in the creature falling prone in the last non cliff square he occupied.
Example:

The dwarf successfully used iron tide and was entitled to push target skeleton over the edge.
(DM rolls some dice..)
"Skeleton saved himself from going over the edge. He is now prone."

One other time i think something under curse of the dark dream was slid to where he would have gone over the edge, DM rolled dice, then skeleton DID go over the edge.
I assume that was a failure on the saving yourself throw.

That's a good sign. I trust there will be a similar rule in the final version.

Because 4E may take my definition of hit points, it may take my mind-affecting magic, it may even take my Euclidean geometry, but it will never take my bottomless pits.
 

Storminator said:
Cleric Nova:

Standard Action: Cascade of Light 3d8+4 damage
Free Action: Triggered Power of Amaunator 1d10 damage
Action Point Standard Action: Lance of Faith 1d8 + 4 + 5 (vulnerability) damage
Free Action: Triggered Power of Amaunator 1d10 damage
Minor Action: Healing Word (because you can!)
Move Action: Behind the Fighter you just healed...

Total damage: 4d8+2d10+13 damage (average 42)

PS
You should not that Power of Amaunator is a per encounter ability, can't add it twice. However, all that is true. And it pretty nasty if you hit with it all.
 

Cadfan said:
Here's my solution- make sure things like battlements with hundred foot drops on each side at least as wide as twice the distance that the best enemy pusher can push, plus one. Then any character standing in the center that is threatened with being pushed over the edge has to be pushed twice, and has a chance to react in between pushes. Any character standing near the edge has taken their chances.

Um, an "Artful Dodger" rogue can use her Position Strike to Slide (i.e. forced move in any direction) an opponent up to her Cha modifier squares. With a +4 Cha modifier, you will end up with 9 squares (45 feet) wide battlements using that construction rule... ;) ;)
 

Majoru Oakheart said:
You should note that Power of Amaunator is a per encounter ability, can't add it twice. However, all that is true. And it pretty nasty if you hit with it all.

Yer right. I hate the wording on the Divine Channeling power, and mentally rewrote. Apparently incorrectly. :p

Without that, you can use Divine Fortune to get a +1 on the Cascade, and you end up with ~37 points of damage. You do have to hit twice tho.

PS
 

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