DMing a Fourthcore Game, Need Some Rules Refreshers

Kinneus

Explorer
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.
 
Last edited:

log in or register to remove this ad

1. The movement only breaks the grab if there's enough movement to get them out of the grabber's reach. Ropers have an insane reach so it's doubtful player move powers will be enough. Teleports would always break grab though. As far as pulling vertically, sounds like a good RBDM trick to me!

2. An enemy only gets a save against an involuntary teleport if the destination would cause them to fall (like teleporting someone vertically) or if it's into hindering terrain. Examples given in the compendium are pits, lava, or deep water. I'd say the typical trap or zone effect wouldn't qualify.

3. Skill check difficulty class is in the DMG errata document.http://www.wizards.com/dnd/files/UpdateDMG.pdf

4. 5 feet.

5. Updated monster damage/stats are in the same document from answer #3.

HTH
 

The general rule on forced movement is you can't move someone into the air (check the PHB1 errata, page 21; btw, the teleport rules you want are on the same page) so it would have to be a special ability; sounds cool though.

Prone is a pretty easy status effect to pull off, you might want to give it a save (maybe even with a bonus, or an encounter (or reharge?) power to negate) against being knocked prone, otherwise your cool ceiling encounter could immediately become another typical floor encounter.

MM2 did not get the damage enhancements; those started with MM3, so you'll have to do them yourself (as per the document CM references.)
 

Something else I've started doing is turning a lot of grab effects into Restrained. This more closely emulates the vision of the monster actually wrapping itself around the person or otherwise severely hampering their ability to get away, as opposed to just grappling them with one hand and holding a weapon in the other like a humanoid would.

I can't conceivably see a person being 'pushed' out of the coils of a snake, but I can see them being teleported out; Restrained properly covers this fact, as well as that the target is far less likely to be as combat effective if the creature is wrapped around him/her like that.

As for the hazardous terrain question, by definition terrain is only hazardous if it causes damage afaik (or at least, this is the rule of thumb I go by for forced movement saves of any kind; if they stand to take damage as a result of the movement, they save; otherwise they just eat it). Granting CA/stat penalties/etc don't count, so they wouldn't get a save from it in those cases. If a creature is being unwillingly teleported into hazardous terrain and successfully makes a saving throw, the teleport simply fails; they don't leave their original square.
 
Last edited:

Something else I've started doing is turning a lot of grab effects into Restrained.

I can commiserate with this. The wizard in my group loves thunderwaving his friends out of grabs. I just grin and bear it because, controller.
 






Remove ads

Top