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Issue with Wind Walk
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<blockquote data-quote="daemonslye" data-source="post: 1682848" data-attributes="member: 6309"><p>DMG p.20: Poor Maneuverability = 45 degree turn and requires {at least} 5'.</p><p></p><p>So a creature could potentially turn 90 degrees using 10' of space;</p><p>However this does not take into effect speed - and according to the DMG,</p><p>{by my reading} speed is not a factor except for "minimum forward speed";</p><p></p><p>So - we have two choices:</p><p></p><p>1. Gaseous Form does not require "minimum foward speed" - no matter the</p><p>maneuverability.</p><p></p><p>2. Gaseous Form, during a wind walk (above 10' per move), *does* </p><p>require "minimum foward speed" of half-speed; Unfortunately, because the</p><p>speed is variable based on your choice, this complicates matters (eg.</p><p>"what is half-speed"? 300'/r? 30'/move assuming you were travelling at 60'?);</p><p>What if you were "on (or next to) the ground"? If so, you could simply adjust</p><p>your speed between moves with no ill-effects ("natural" flyers would "crash";</p><p>I assume gas would not).</p><p></p><p>So - My conclusion is that #1 is the correct way to see this; If this is</p><p>so, then RAW, one could be travelling at 200'/r and make a 90 degree</p><p>turn in a 10' hallway.</p><p></p><p>That said, we could houserule this to clarify maneuverability rules and</p><p>require a poor flyer to use half of its current speed as minimum distance</p><p>before another 45 degree turn is made. Thus - a wind walker travelling at</p><p>100' per move action would require 100' to make a 90 degree turn - or</p><p>must slow to 10' per move action to make the turn in a 10' hallway</p><p>(giving "perfect maneuverability" anyway - cool);</p><p></p><p>As for blowing through doors - this is interpretive. Can a gas flow through</p><p>and around an obstruction without losing momentum? Probably not.</p><p>However - How much momentum is given up (given so little mass) must</p><p>take into account too many variables for the current rules to handle - </p><p>so we can come up with a houserule to cover this. Possibly something that</p><p>assigns a maximum speed based on aggregate size of openings in the</p><p>portal or some-such (ex. "cracks" equals 30' max speed per move </p><p>action; "holes" equals lose half speed down to 30', etc.).</p><p></p><p>I may have the maneuverability rules down wrong (much less the physics</p><p>or geometry) - so please correct me if you see an error. You can see how</p><p>much I hate to simply delete a spell (or other element) from the rules -</p><p>once you delete one thing, where should it stop?</p><p></p><p>~D</p></blockquote><p></p>
[QUOTE="daemonslye, post: 1682848, member: 6309"] DMG p.20: Poor Maneuverability = 45 degree turn and requires {at least} 5'. So a creature could potentially turn 90 degrees using 10' of space; However this does not take into effect speed - and according to the DMG, {by my reading} speed is not a factor except for "minimum forward speed"; So - we have two choices: 1. Gaseous Form does not require "minimum foward speed" - no matter the maneuverability. 2. Gaseous Form, during a wind walk (above 10' per move), *does* require "minimum foward speed" of half-speed; Unfortunately, because the speed is variable based on your choice, this complicates matters (eg. "what is half-speed"? 300'/r? 30'/move assuming you were travelling at 60'?); What if you were "on (or next to) the ground"? If so, you could simply adjust your speed between moves with no ill-effects ("natural" flyers would "crash"; I assume gas would not). So - My conclusion is that #1 is the correct way to see this; If this is so, then RAW, one could be travelling at 200'/r and make a 90 degree turn in a 10' hallway. That said, we could houserule this to clarify maneuverability rules and require a poor flyer to use half of its current speed as minimum distance before another 45 degree turn is made. Thus - a wind walker travelling at 100' per move action would require 100' to make a 90 degree turn - or must slow to 10' per move action to make the turn in a 10' hallway (giving "perfect maneuverability" anyway - cool); As for blowing through doors - this is interpretive. Can a gas flow through and around an obstruction without losing momentum? Probably not. However - How much momentum is given up (given so little mass) must take into account too many variables for the current rules to handle - so we can come up with a houserule to cover this. Possibly something that assigns a maximum speed based on aggregate size of openings in the portal or some-such (ex. "cracks" equals 30' max speed per move action; "holes" equals lose half speed down to 30', etc.). I may have the maneuverability rules down wrong (much less the physics or geometry) - so please correct me if you see an error. You can see how much I hate to simply delete a spell (or other element) from the rules - once you delete one thing, where should it stop? ~D [/QUOTE]
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