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Defense vs. Time Stop

green slime said:
I disagree. As long as you have a mass to pull upwards, the reversed gravity will keep pushing you up. As you rise from the floor, your head will touch the gate. But as the gate itself exerts no pressure upon you, it is merely a conduit to "otherwhere", therefore the rest of your mass continues to rise, forcing your head through the gate. The gate itself has no mass for you to rest upon. Now your head is elsewhere, and your body continues to rise up towards the gate. Your head can't possibly fall back through the gate, unless there is some far greater pressure at work.

And then gravity working on the part passing through the gate works against the reverse gravity pushing you upwards. Net effect is that you are part way through the gate when the forces balance each other out. You must then choose to move one way or another to finish passing through the gate.
 

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irdeggman said:
And then gravity working on the part passing through the gate works against the reverse gravity pushing you upwards. Net effect is that you are part way through the gate when the forces balance each other out. You must then choose to move one way or another to finish passing through the gate.

You did actually read my entire post, or only the first part?
 

green slime said:
As there is nothing to say regarding the orientation of the gate in the RAW, the decision of the DM to allow the caster to align it as he pleases cannot be questioned. Therefore, the wily caster will of course align the gate so the circumstances (gravity, suction, current of water) of "otherwhere" assists in dragging the victim through the gate.

Align the gate's other side, so it "...assists in dragging the victim through the gate"

¤ -<=Gate
1 -<character exitting gate

======= -<=Surface
Gravity here
 
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green slime said:
You did actually read my entire post, or only the first part?


Yes and it still doesn't make sense to me, even if the forces work counter to what my statement was (my bad for mixing up orientation).

Gate does state "you step through" so I read that as it is an action or at least a decision to go through it.

And reverse gravity stops when you reach the end of the surface (a gate should be considered the end for these purposes because you can't shoot through it, you can't cast through it, you can only move through it if you choose to).

When do you resolve falling distance?

On the caster's initiative or the PC's?

In D&D these are quantum decisions not continous/simultaneous ones. Whether logical or not the mechanics function in that manner.
 

irdeggman said:
Yes and it still doesn't make sense to me, even if the forces work counter to what my statement was (my bad for mixing up orientation).

Gate does state "you step through" so I read that as it is an action or at least a decision to go through it.

And reverse gravity stops when you reach the end of the surface (a gate should be considered the end for these purposes because you can't shoot through it, you can't cast through it, you can only move through it if you choose to).

When do you resolve falling distance?

On the caster's initiative or the PC's?

In D&D these are quantum decisions not continous/simultaneous ones. Whether logical or not the mechanics function in that manner.

But it matters not. For the game in question, the DM has made a fair and reasonable decision.

Falling I would resolve during a character's turn, based on your movement ends mid jump.

Would you prevent a character bull-rushing another through a Gate? I wouldn't.

As to why the spell refers to "stepping through":

SRD said:
The gate itself is a circular hoop or disk from 5 to 20 feet in diameter (caster’s choice), oriented in the direction you desire when it comes into existence (typically vertical and facing you). It is a two-dimensional window looking into the plane you specified when casting the spell, and anyone or anything that moves through is shunted instantly to the other side.

(emphasis mine)

As fantasy literature also involves cases where people fall through portals/gates accidently, and forcibly, I really can't see a purpose behind preventing this use in whatis a 9th level spell after all.

Secondly, I don't see in the SRD description anything that prevents you from shooting through a gate, either (anything moving through).
 

green slime said:
(emphasis mine)

As fantasy literature also involves cases where people fall through portals/gates accidently, and forcibly, I really can't see a purpose behind preventing this use in whatis a 9th level spell after all.

Secondly, I don't see in the SRD description anything that prevents you from shooting through a gate, either (anything moving through).


But how did they move through?

From the SRD on Gate:
Planar Travel: As a mode of planar travel, a gate spell functions much like a plane shift spell, except that the gate opens precisely at the point you desire (a creation effect). Deities and other beings who rule a planar realm can prevent a gate from opening in their presence or personal demesnes if they so desire. Travelers need not join hands with you—anyone who chooses to step through the portal is transported. A gate cannot be opened to another point on the same plane; the spell works only for interplanar travel.

You may hold the gate open only for a brief time (no more than 1 round per caster level), and you must concentrate on doing so, or else the interplanar connection is severed.

And Reverse Gravity:

This spell reverses gravity in an area, causing all unattached objects and creatures within that area to fall upward and reach the top of the area in 1 round. If some solid object (such as a ceiling) is encountered in this fall, falling objects and creatures strike it in the same manner as they would during a normal downward fall. If an object or creature reaches the top of the area without striking anything, it remains there, oscillating slightly, until the spell ends. At the end of the spell duration, affected objects and creatures fall downward.

Provided it has something to hold onto, a creature caught in the area can attempt a Reflex save to secure itself when the spell strikes. Creatures who can fly or levitate can keep themselves from falling.

Now the question is are they falling upward for a full round?

The answer has to be no they are not since they haven't gotten to take their own actions yet (and the OP has pointed out that they didn't even get to roll initiative until on the other side and falling down far enough that they couldn't get back up before their turn.

The surprise action taken by the wizard was to cast Time stop - he has no more actions (or time) left in the "normal round" for anything to have another effect. Not as the rules are written. All of the other effects (falling upward, passing through the gate, falling downward) take place before the PCs have had a chance to roll initiative. This is incorrect since the round starts with initiative rolling.
 


irdeggman said:
But how did they move through?

Now the question is are they falling upward for a full round?

The answer has to be no they are not since they haven't gotten to take their own actions yet (and the OP has pointed out that they didn't even get to roll initiative until on the other side and falling down far enough that they couldn't get back up before their turn.

The surprise action taken by the wizard was to cast Time stop - he has no more actions (or time) left in the "normal round" for anything to have another effect. Not as the rules are written. All of the other effects (falling upward, passing through the gate, falling downward) take place before the PCs have had a chance to roll initiative. This is incorrect since the round starts with initiative rolling.
So, to summarize, the DM's trick doesn't work because:
  • You have to be willing to enter a gate if it's not being used as a Calling effect
  • It takes 1 round for Reverse Gravity to kick in, meaning that each character should get at least one action before they hit anything
That's good to know.
 

Dr. Awkward said:
So, to summarize, the DM's trick doesn't work because:
  • You have to be willing to enter a gate if it's not being used as a Calling effect


  • I maintain, that the spell description does not state this fact at all. I'd say, that your suggestion is a possible interpretation, but you can't expect all games to run like that.

    Dr. Awkward said:
    [*]It takes 1 round for Reverse Gravity to kick in, meaning that each character should get at least one action before they hit anything
Dr. Awkward said:
That's good to know.

Perhaps. That is dependant on how the DM interprets when you fall. It merely states that you reach the end of the affected area in one round. does this mean it takes a full 6 seconds for me to fall to the 7 foot ceiling, when I am 6'11'' tall?
 


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