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Fun with forced movement?
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<blockquote data-quote="Unwise" data-source="post: 6004920" data-attributes="member: 98008"><p>I generally find forced movement a little underwhelming, as by itself it does very little. If there is no cliff, tight corridor, fire, knight or something else nasty to push them into them all it really does is use up their movement action as they casually walk back in to their previous position.</p><p></p><p>Forced movement is also very dependant upon coming in at the right initative. There is very little point pushing enemies into a more advantagous location, if it means moving them away from the defender. However if his/her turn is just after yours, you are all set for a great combination. By the same token, a sorceror will love you if you can bunch up enemies just before they start their turn. Unfortunetly though, mages tend to have terrible initiative.</p><p></p><p>It is really only when combined with a slow or prone condition that forced movement becomes a game-changer in and of itself.</p><p></p><p>I am fairly generous with allowing people to push monsters off cliffs or into damaging terrain. If anything I tend to fudge the saving throws to allow unimportant enemes to die quickly. I have a general rule though that non-bloodied elites and solos will always make their saves vs a cliff dive.</p><p></p><p>The skill that allows you to turn a push into a teleport is pretty viscious. RAW you could push him one square diagnoally up and 6 squares up. Then watch as he falls 35 feet. I saw an article somewhere where a wizards employee suggested giving them a save against stuff like that. Even without the extra damage though, putting them on the other side of chasms, or in a closed jail cell is pretty sweet.</p><p></p><p>On a side note, I had one game where a PC cast invisibility on a door with hilarious results. It works in interesting ways with teleportation. The Battlemind using Inconstant Location would teleport through it and smack people before ducking back, the warlock teleported people to the wrong side of it and charging enemies ran headlong into it, braining themselves and ending up prone.</p></blockquote><p></p>
[QUOTE="Unwise, post: 6004920, member: 98008"] I generally find forced movement a little underwhelming, as by itself it does very little. If there is no cliff, tight corridor, fire, knight or something else nasty to push them into them all it really does is use up their movement action as they casually walk back in to their previous position. Forced movement is also very dependant upon coming in at the right initative. There is very little point pushing enemies into a more advantagous location, if it means moving them away from the defender. However if his/her turn is just after yours, you are all set for a great combination. By the same token, a sorceror will love you if you can bunch up enemies just before they start their turn. Unfortunetly though, mages tend to have terrible initiative. It is really only when combined with a slow or prone condition that forced movement becomes a game-changer in and of itself. I am fairly generous with allowing people to push monsters off cliffs or into damaging terrain. If anything I tend to fudge the saving throws to allow unimportant enemes to die quickly. I have a general rule though that non-bloodied elites and solos will always make their saves vs a cliff dive. The skill that allows you to turn a push into a teleport is pretty viscious. RAW you could push him one square diagnoally up and 6 squares up. Then watch as he falls 35 feet. I saw an article somewhere where a wizards employee suggested giving them a save against stuff like that. Even without the extra damage though, putting them on the other side of chasms, or in a closed jail cell is pretty sweet. On a side note, I had one game where a PC cast invisibility on a door with hilarious results. It works in interesting ways with teleportation. The Battlemind using Inconstant Location would teleport through it and smack people before ducking back, the warlock teleported people to the wrong side of it and charging enemies ran headlong into it, braining themselves and ending up prone. [/QUOTE]
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