Infiniti2000 said:
Any rules in general, and especially spells, do no more nor less than what they state.
I agree. The spell has no effect other than what is specified in its description. It's the
consequences of those effects that must be adjudicated by the DM. If the spell prevents the recipient from being grabbed, and the recipient is subject to some other attack that involves it being grabbed, it can resist that attack.
Infiniti2000 said:
Favoring the players is not a Good Thing. The rules should not favor the good guys OR the bad guys.
I agree with you on this point, too. The exceptions I outlined do not really favor either side directly, as they are equally available to both. The favoritism comes from the ubiquitous fact in D&D that 5 or 6 creative players will, in general, come up with more clever ideas than one creative DM. This is not specific to this or any other spell, but is just part of the game.
Infiniti2000 said:
But, you don't need to grab hold of an opponent to bull rush or trip. You can do either while having your hands full. Maybe I'm misunderstanding your point here, but if you are saying that you need to grab hold of someone to bull rush, then you're wrong. If you are saying that you may choose to grab hold of someone or not, and that may affect the functionality of FoM, that's very bad design and a poor interpretation at best.
With regards to the Bull Rush attack, I disagree with you, but think this is open to interpretation. Bull Rush allows you to force your opponent back one or more squares and move with him. You must enter your target's square during this maneuver. Assuming the target is unwilling to move and attempts to let you by, how do you accomplish this without grabbing him somehow? Success requires an opposed strength roll. How do you exert your strength against the target without maintaining sustained forceful contact for the distance you wish to move him? I pointed out one exception to the need to grab above, and I could see another where you simply exerted a single forceful thrust to throw the target back 5', but that is more of a stretch than my interpretation.
Regarding Trip, I believe it has been established in several places on these boards, and is well established in the rules that this attack requires you to grab or entangle your opponent to pull them off their feet. (Personally, I think you should be able to trip with a quarterstaff using a sweep movement, but that is not supported in the rules.) All of the weapons usable for trip attacks in the PHB either hook or wrap around/entangle the target.
From the Equipment section of the PHB:
Bolas: ... Because the bolas can wrap around an enemy's leg or other limb, you can use this weapon to make a ranged trip attack against an opponent.
Chain, Spiked: ... Because the chain can wrap around an enemy's leg or other limb, you can make trip attacks with it.
Whip: ... Because a whip can wrap around an enemy's leg or other limb, you can make trip attacks with it.
Flail, Dire: ... You can also use this weapon to make trip attacks.
Flail or Heavy Flail: ... You can also use this weapon to make trip attacks.
Note that the flail weapons all have significant chain components that can wrap around things.
The curved/hooked weapons:
Guisarme: ... Because of the guisarme's curved blade, you can also use it to make trip attacks.
Hammer, Gnome Hooked: ... You can use the hook on a gnome hooked hammer to make trip attacks.
Kama: ... Because of the kama's shape, you can use it to make trip attacks.
Scythe: ... Because of the scythe's shape, you can also use it to make trip attacks.
Sickle: ... Because of a sickle's shape, you can also use it to make trip attacks.
The PHB is very consistent in the type of weapons that are allowed to be used with trip attacks, in that they can hold onto the target in some way, however briefly.
Infiniti2000 said:
I don't think I'm extrapolating too far at all. These maneuvers do not share a similar game mechanic at all. If they did, then like I said, you would not need an Improved ____ version of each. There's nothing else in the rules anywhere that equates them in any fashion except where you apply them to FoM, showing that your interpretation on FoM with respect to them is false.
OK, I don't think we're talking about the same thing. By similar game mechanics, I mean that they are all opposed rolls that are modified by the strength and size of the participants. This is a game balance consideration dealing with the interdependency of these actions on similar creature traits (namely, strength and size). My reasoning has nothing to do with the in game effects or role-playing aspects of these actions, or what feats are in play.
Infiniti2000 said:
Yes, indeed! I drive an Infiniti I30t (year 2000 of course) and someone made that avatar for me. He likes illithids and offered illithid avatars for anyone who wanted it.
Woah! If I see you in traffic, I'll give you a wide berth!
