Patryn of Elvenshae
First Post
mvincent said:You genuinely don't know?
Do you actually believe points 1 and 2 are valid?
If so, I'm about to win a whole bunch of rules arguments using #1 ...

mvincent said:You genuinely don't know?
You wouldn't "win" any with just that, but you could use it as a possible premise (because it does happen in the rules), and if many other people had that same conclusion (which has happened with this topic) and/or you could find other supporting information, it could be a valid RAI.Patryn of Elvenshae said:I'm about to win a whole bunch of rules arguments using #1 ...![]()
mvincent said:but this still seems like information that would be valuable for you to know)
Bagpuss said:Nope because moving slow in difficult terrain IS moving normally. So Freedom of Movement doesn't help there at all. Difficult terrain does not trigger the Travel Domain effect.
You can only take a 5-foot-step if your movement isn’t hampered by difficult terrain or darkness. Any creature with a speed of 5 feet or less can’t take a 5-foot step, since moving even 5 feet requires a move action for such a slow creature.
You can’t run across difficult terrain or if you can’t see where you’re going.
Hampered Movement: Difficult terrain, obstacles, or poor visibility can hamper movement.
Difficult Terrain: Difficult terrain hampers movement. Each square of difficult terrain counts as 2 squares of movement. (Each diagonal move into a difficult terrain square counts as 3 squares.) You can’t run or charge across difficult terrain.
If you occupy squares with different kinds of terrain, you can move only as fast as the most difficult terrain you occupy will allow.
This spell enables you or a creature you touch to move and attack normally for the duration of the spell, even under the influence of magic that usually impedes movement, such as paralysis, solid fog, slow, and web.
Granted Powers: For a total time per day of 1 round per cleric level you possess, you can act normally regardless of magical effects that impede movement as if you were affected by the spell freedom of movement. This effect occurs automatically as soon as it applies, lasts until it runs out or is no longer needed, and can operate multiple times per day (up to the total daily limit of rounds).
Yes, I find that they have merit (as illustrated by point #3, and by previous discussions on this). Mind you, point #1 wasn't presented as an argument (i.e. evidence) but rather a premise. An unsupported premise might well be right, but I couldn't call it 'valid' (i.e. with merit) without some sort of support.Patryn of Elvenshae said:Do you actually believe points 1 and 2 are valid?
I know that's the technical rule. I don't feel like making that particular fine distinction for this NPC cohort, who is controlled by me and seldom gets involved in combat anyhow.Patlin said:Freedom of Movement works against a number of things that are not "magical effects" such as grappling. The travel domain power only works on magical effects, and against those works in the same manner as freedom of movement.
AuraSeer said:I know that's the technical rule. I don't feel like making that particular fine distinction for this NPC cohort, who is controlled by me and seldom gets involved in combat anyhow.
I had hoped that if I specifically pointed out my DM fiat, declaring that I am making the ability exactly duplicate the spell, people wouldn't get sidetracked into arguing about differences between the two. Clearly I was wrong.![]()
AuraSeer said:For instance it seems pretty clear that forcecage "impedes movement," because it's normally not possible to walk out of the cage if you're stuck inside. And it's unarguably a "magical effect," too, in case that matters.
Also, wall of thorns has a clause that says: "Creatures with the ability to pass through overgrown areas unhindered can pass through a wall of thorns at normal speed without taking damage." So if the target of FoM can pass through this (magical) overgrown area freely at his normal speed, shouldn't that prevent him from taking damage?