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Forced Movement in 5e ?
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<blockquote data-quote="Nevvur" data-source="post: 7251675" data-attributes="member: 6783882"><p>I don't really have a formal system. In reality, you'll start to fall immediately once there's no ground below your feet, unless you have an upwards trajectory. By RAW, pushes and similar forced movement only occur on a horizontal plane. Even with enough force to push you 10 or 15 feet over the ledge, I suspect one would drop fast enough that you'd be even with the ledge long before (relatively speaking) you reached the maximum distance, providing an opportunity to catch the ledge. A Dexterity saving throw is appropriate in virtually every case, and as others have suggested, the DC can be modified by factors like creature size (and appendages), terrain, and distance beyond the ledge.</p><p></p><p>You wrote you're looking for consistency, so maybe something like this: Dexterity saving throw DC 10</p><p>Creature size: S = +5, M = 0, L = -5, H = -10. Assumes the creature has limbs that can grab the ledge. A gorgon could reasonably be expected to simply plummet.</p><p>Terrain: Rough/obstacles = -5, Flat = 0, Smooth = +5, Slippery = +10</p><p>Push distance beyond ledge: 5 feet = 0, 10 = feet = +5, 15 feet = +10</p><p></p><p>Again, just to be clear, I don't actually use a formal system to handle forced movement over ledges, mostly because it doesn't come up enough in my games. However, I would probably arrive at a DC similar to what the above prescribes when making a spot call for the DC. </p><p></p><p> [MENTION=6775477]Shiroiken[/MENTION] hints at the subject, but one thing I haven't seen mentioned yet is to base the ruling on the style of game. In a game of gritty realism, I'm going to take the immediacy of gravity into greater consideration. In a wuxia game, gravity might not come into play until the end of the forced movement, effectively preventing a catch check if the distance beyond the ledge is greater than the reach of the creature.</p><p></p><p>Regardless of the game style, I'm permissive about letting mooks fly off the edge without a save. I've also designed combats that would be deadly+ if the PCs <em>didn't</em> try to push enemies off ledges.</p></blockquote><p></p>
[QUOTE="Nevvur, post: 7251675, member: 6783882"] I don't really have a formal system. In reality, you'll start to fall immediately once there's no ground below your feet, unless you have an upwards trajectory. By RAW, pushes and similar forced movement only occur on a horizontal plane. Even with enough force to push you 10 or 15 feet over the ledge, I suspect one would drop fast enough that you'd be even with the ledge long before (relatively speaking) you reached the maximum distance, providing an opportunity to catch the ledge. A Dexterity saving throw is appropriate in virtually every case, and as others have suggested, the DC can be modified by factors like creature size (and appendages), terrain, and distance beyond the ledge. You wrote you're looking for consistency, so maybe something like this: Dexterity saving throw DC 10 Creature size: S = +5, M = 0, L = -5, H = -10. Assumes the creature has limbs that can grab the ledge. A gorgon could reasonably be expected to simply plummet. Terrain: Rough/obstacles = -5, Flat = 0, Smooth = +5, Slippery = +10 Push distance beyond ledge: 5 feet = 0, 10 = feet = +5, 15 feet = +10 Again, just to be clear, I don't actually use a formal system to handle forced movement over ledges, mostly because it doesn't come up enough in my games. However, I would probably arrive at a DC similar to what the above prescribes when making a spot call for the DC. [MENTION=6775477]Shiroiken[/MENTION] hints at the subject, but one thing I haven't seen mentioned yet is to base the ruling on the style of game. In a game of gritty realism, I'm going to take the immediacy of gravity into greater consideration. In a wuxia game, gravity might not come into play until the end of the forced movement, effectively preventing a catch check if the distance beyond the ledge is greater than the reach of the creature. Regardless of the game style, I'm permissive about letting mooks fly off the edge without a save. I've also designed combats that would be deadly+ if the PCs [I]didn't[/I] try to push enemies off ledges. [/QUOTE]
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