I'm about to do some filler Fourthcore dungeon delves for my usual online group. I've only been a player up until now in this particular group, and I'm a little rusty at DMing, so I need some rules refreshers before tonight, lest I look like a fool.
Keep in mind that these are "Fourthcore" encounters, so I'll do be doing some nasty, evil, rat bastard stuff to them, so keep that in mind if the questions seem a little out-there.
1. The first encounter features a Roper that's been fused to the ceiling a cavern. It's immune to forced movement, and does fall to the ground if knocked prone. The plan is to have the Roper grab the PCs and slowly haul them toward the ceiling.
What happens if, while in mid-air (it'll take a couple of rounds for the Roper to fully drag the PCs toward the ceiling), one of the PCs uses a power that slides or applies other forced movement to the grabbed victim? What would you happen? Can you slide allies into mid-air, and then let them drop? I'm inclined to think so, and this is how I'll run it unless somebody can tell me otherwise.
Also, are there any rules against pulling somebody "up" like this? I'm going to run it as-is, but I just want to know what to say if the players cry foul ("This is perfectly legal in the rules" versus "This is a special ability this particular Roper has, it's Fourthcore, suck it up.")
2. How does teleporting enemies work, in relation to "hazardous terrain?" Would a zone with negative effects count as "hazardous terrain?" What happens if a PC succeeds on their save? Do they never get teleported, or do they get teleported right up to the danger zone and then stop at the brink?
And you can teleport enemies upwards to let them fall and take some extra damage, right?
3. Skills check DCs, difficulty by level. Is this in DMG2? Is it up-to-date? Or has it been errata'd?
4. How many feet per square? I always get confused trying to translate feet into gameplay "squares".
5. Updating/adjusting monsters. Are the values in DMG2 accurate? Is this up to MM3 standards, or has it been errata'd or tweaked?
I may add more later, but I think that's the really pressing stuff for right now.
Keep in mind that these are "Fourthcore" encounters, so I'll do be doing some nasty, evil, rat bastard stuff to them, so keep that in mind if the questions seem a little out-there.
1. The first encounter features a Roper that's been fused to the ceiling a cavern. It's immune to forced movement, and does fall to the ground if knocked prone. The plan is to have the Roper grab the PCs and slowly haul them toward the ceiling.
What happens if, while in mid-air (it'll take a couple of rounds for the Roper to fully drag the PCs toward the ceiling), one of the PCs uses a power that slides or applies other forced movement to the grabbed victim? What would you happen? Can you slide allies into mid-air, and then let them drop? I'm inclined to think so, and this is how I'll run it unless somebody can tell me otherwise.
Also, are there any rules against pulling somebody "up" like this? I'm going to run it as-is, but I just want to know what to say if the players cry foul ("This is perfectly legal in the rules" versus "This is a special ability this particular Roper has, it's Fourthcore, suck it up.")
2. How does teleporting enemies work, in relation to "hazardous terrain?" Would a zone with negative effects count as "hazardous terrain?" What happens if a PC succeeds on their save? Do they never get teleported, or do they get teleported right up to the danger zone and then stop at the brink?
And you can teleport enemies upwards to let them fall and take some extra damage, right?
3. Skills check DCs, difficulty by level. Is this in DMG2? Is it up-to-date? Or has it been errata'd?
4. How many feet per square? I always get confused trying to translate feet into gameplay "squares".
5. Updating/adjusting monsters. Are the values in DMG2 accurate? Is this up to MM3 standards, or has it been errata'd or tweaked?
I may add more later, but I think that's the really pressing stuff for right now.
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