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Dragonshield Tactics
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<blockquote data-quote="dervish" data-source="post: 4243869" data-attributes="member: 53857"><p>If an Immediate Reaction trigger after the whole triggering action has been resolved, the Flame Jet trap previewed on the wizards site is far less dangerous as it is extremely unlikely that anyone will ever be hit by it. You simply stroll down the hall and after you finish your move action, the trap erupts behind you with no damage. I don't think that's what's intended.</p><p></p><p>Instead, I believe that an Immediate Reaction is triggered just after the triggering action (a ranger can use Fox's Cunning after being hit by only one of the Pit Fiend's two attacks, or the Flame Jet trap triggers the moment you enter the triggering square). </p><p></p><p>After a character approaches the Dragonshield and is standing adjacent to him, the Dragonshield can shift away from him. The approaching character can then continue his move if he still has movement left. Now the charging part is a bit tricky. As part of the charging action is a move it would trigger a shift from the Dragonshield. The KotS quickstart rules state that "...you must charge to the nearest unoccupied square from which you can attack the enemy." This would indicate that you can indeed continue your charge, as long as you have movement left, and the space you move to is the closest one to your starting position.</p><p></p><p>That's my pocketfull of change about the subject. I might be wrong as usual.</p></blockquote><p></p>
[QUOTE="dervish, post: 4243869, member: 53857"] If an Immediate Reaction trigger after the whole triggering action has been resolved, the Flame Jet trap previewed on the wizards site is far less dangerous as it is extremely unlikely that anyone will ever be hit by it. You simply stroll down the hall and after you finish your move action, the trap erupts behind you with no damage. I don't think that's what's intended. Instead, I believe that an Immediate Reaction is triggered just after the triggering action (a ranger can use Fox's Cunning after being hit by only one of the Pit Fiend's two attacks, or the Flame Jet trap triggers the moment you enter the triggering square). After a character approaches the Dragonshield and is standing adjacent to him, the Dragonshield can shift away from him. The approaching character can then continue his move if he still has movement left. Now the charging part is a bit tricky. As part of the charging action is a move it would trigger a shift from the Dragonshield. The KotS quickstart rules state that "...you must charge to the nearest unoccupied square from which you can attack the enemy." This would indicate that you can indeed continue your charge, as long as you have movement left, and the space you move to is the closest one to your starting position. That's my pocketfull of change about the subject. I might be wrong as usual. [/QUOTE]
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