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DDXP characters - unexpected tactics?

Oldtimer said:
No, the paladin mark and the fighter mark don't stack. Only one mark at a time on a given creature.

I can already foresee NPC defender putting mark on NPC striker to reset PC one. This is already a benefit and next turn, NPC defender can put a mark on player and NPC striker is more than happy. Same can be applied by PCs (if they will face NPC with very dangerous mark ability).

I hope you are wrong and one creature can get multiple marks. In other case, we will see some very strange tactics.
 

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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"... :)

In the DDXP Delve, we managed to push a bugbear warrior into a cavernous pit. The bugger made his saving throw (immediate upon being pushed in w/Tide of Iron) but then the warlock blasted him to death. Mike Mearls seemed pleased that our group had tried to use the environment in that fashion.
 


Stormtower said:
In the DDXP Delve, we managed to push a bugbear warrior into a cavernous pit. The bugger made his saving throw (immediate upon being pushed in w/Tide of Iron) but then the warlock blasted him to death. Mike Mearls seemed pleased that our group had tried to use the environment in that fashion.

I am not impressed by this incoherent mechanic. "The monsters can't defend itself against being moved except when they would be moved onto a trap, etc."
 

Derren said:
I am not impressed by this incoherent mechanic. "The monsters can't defend itself against being moved except when they would be moved onto a trap, etc."

It can defend itself by having a higher Defense score, just like you could defend yourself against a fireball in 3e by making a saving throw.
 

Sadrik said:
That is wacked. Paladin marks you and then runs away. For weeks the marked target is cursed with a penalty and radiant damage if s/he does anything offensive. Yay, playtesting... :\

Pretty sure that ability ends as soon as the paladin moves in the opposite direction of the marked creature. You can move closer to it, but cannot move away from it. That's how I've run it.
 

Derren said:
I am not impressed by this incoherent mechanic. "The monsters can't defend itself against being moved except when they would be moved onto a trap, etc."

Oh come on. A huge fighter swinging his weapon at you fast and hard forces you to back down from him a few steps, because of the onslaught. You give ground so you don't become overwhelemed.
However, if I was on the edge of a deep pit, I would try to fight back more and do everything I could not to have the fighter force me into the pit, earning me a saving throw. However, I do become off balance and fall down near the edge of the pit.

Seems like a perfectly normal and workable explanation to me.
 

DeusExMachina said:
Oh come on. A huge fighter swinging his weapon at you fast and hard forces you to back down from him a few steps, because of the onslaught. You give ground so you don't become overwhelemed.
However, if I was on the edge of a deep pit, I would try to fight back more and do everything I could not to have the fighter force me into the pit, earning me a saving throw. However, I do become off balance and fall down near the edge of the pit.

Seems like a perfectly normal and workable explanation to me.

But if he's moving you to where you're flanked by two rogues, you don't get to fall prone instead of moving. If he's moving you so that you and your buddies all fit in a nice Burst 1 formation, you don't get to fall prone instead of moving. If he's moving you so that you're now the closest opponent to the enemy with the 'Affect Closest Opponent' power, you don't get to fall prone instead of moving.

The times when you get to fall prone instead of moving are dictated, rather than being an option you can exercise.

-Hyp.
 

Hypersmurf said:
The times when you get to fall prone instead of moving are dictated, rather than being an option you can exercise.

So, you're upset about not being able to exercise control over an enemy's hostile power's effect on you, except in obvious situations where it would result in an insta-kill, and instead allows you to be inconvenienced (prone aka hanging on the edge of the cliff) rather than dead?
 

Hypersmurf said:
But if he's moving you to where you're flanked by two rogues, you don't get to fall prone instead of moving. If he's moving you so that you and your buddies all fit in a nice Burst 1 formation, you don't get to fall prone instead of moving. If he's moving you so that you're now the closest opponent to the enemy with the 'Affect Closest Opponent' power, you don't get to fall prone instead of moving.

The times when you get to fall prone instead of moving are dictated, rather than being an option you can exercise.

-Hyp.
None of those are really going to create the same base lizard brain fear as "a pit". Ultimately, no, you don't don't get to chose whether or not your character makes a reflexive action.
 

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