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General Tabletop Discussion
*Pathfinder & Starfinder
Fixing Grab, Bull Rush, and Endurance
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<blockquote data-quote="italianranma" data-source="post: 5712566" data-attributes="member: 15788"><p>I understand the desire to make Grab and Bull-Rush more open to everyone, but I think that there are already enough powers that that force or restrict movement that it's a non-issue. For me, Grab and Bull-Rush are there for when I'm desperate or the opportunity is too good to pass up, and my character personally doesn't have and powers remaining that let me do either of those options. It's a high risk endeavor so I'm only going to use them in high reward situations.</p><p></p><p>The only house rule I have to forced movement of any kind is what I call "Slamming" If you use forced movement to put a creature into blocked terrain (like a pillar or wall, or anything reasonably solid) both the creature and the terrain take damage. The damage is based off of the obstacle in question (getting slammed into stone hurts more than getting slammed into wood), the DMG's table of damage expressions, and DM Fiat.</p><p></p><p>The intent behind that house rule is to add the cinematic experience of throwing your enemies through things (or what happens more often is the fighter getting thrown through something by the elite brute). The damage happens to the obstacle too because it's thematic, and also it helps change the battlefield mid-fight which makes for better encounters IMO. What I'm careful to do is to not make it the best choice every time: I make sure it never deals more damage than powers that create zones or dangerous terrain do (for the given level of the PCs). For example 1d6 damage is common at level 1 for me.</p></blockquote><p></p>
[QUOTE="italianranma, post: 5712566, member: 15788"] I understand the desire to make Grab and Bull-Rush more open to everyone, but I think that there are already enough powers that that force or restrict movement that it's a non-issue. For me, Grab and Bull-Rush are there for when I'm desperate or the opportunity is too good to pass up, and my character personally doesn't have and powers remaining that let me do either of those options. It's a high risk endeavor so I'm only going to use them in high reward situations. The only house rule I have to forced movement of any kind is what I call "Slamming" If you use forced movement to put a creature into blocked terrain (like a pillar or wall, or anything reasonably solid) both the creature and the terrain take damage. The damage is based off of the obstacle in question (getting slammed into stone hurts more than getting slammed into wood), the DMG's table of damage expressions, and DM Fiat. The intent behind that house rule is to add the cinematic experience of throwing your enemies through things (or what happens more often is the fighter getting thrown through something by the elite brute). The damage happens to the obstacle too because it's thematic, and also it helps change the battlefield mid-fight which makes for better encounters IMO. What I'm careful to do is to not make it the best choice every time: I make sure it never deals more damage than powers that create zones or dangerous terrain do (for the given level of the PCs). For example 1d6 damage is common at level 1 for me. [/QUOTE]
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Fixing Grab, Bull Rush, and Endurance
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