Gel. Cube engulfing Dwarf question ...


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Dwarves reduce the distance they are pulled, but when there are no distances given, when they are pulled, slid or pushed to a certain space, that's it, Dwarves suffer the same consequences as any other.

While it's your game, I don't do this myself. I feel like it gives too little benefit to the dwarf player, and doesn't properly represent the dwarf ability to 'stand your ground'.

When something pushes (pulls, or slides) to a specific spot, I let the dwarf be moved to that spot minus one. If the ability is used again, from the same location, then the dwarf is moved to that specific spot.

This way, you CAN pull a dwarf adjacent to you, but it just takes longer as they dig in their heels. Thus, the cube (in this discussion) could grab the dwarf, and then engulf him with a second successful attack in the next round.

That, of course, is not RAW, but RAW either:

prevents a dwarf from EVER being moved adjacent to you, because he can always stop 1 further away.

or

Completely ignores the dwarf racial feature when a push, pull, or slide specifies a target slot.

The first seems overpowered (for the dwarf) and the second seems underpowered, to me.

If I have a lasso with Reach 2 that pulls you 1 square, the dwarf ignores it, but if that lasso has a Reach 2 and pulls you adjacent, the dwarf just goes along? Weird.
 

Interesting - my own approach is pretty much the exact opposite: if you force move a dwarf a set distance (so, 1 square, 3 squares), the dwarf is moved one square less. If it isn't a set distance (move dwarf adjascent, move the to bottom of the slide, etc), then the -1 square has no effect.

I presented the issue to my players, and they have no problem with it, including the player who always plays a dwarf. Even if it does amount to a nerf, its still not a bad racial ability and the dwarf does have other racial abilities which pretty awesome.
 

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