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Knock Prone and Move
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<blockquote data-quote="KarinsDad" data-source="post: 6355502" data-attributes="member: 2011"><p>Sure, but since a PC can now move however he wants around a foe as long as he is adjacent, it will often be possible to move a different side of the foe, attack and knock prone, and then have a clearer path to escape. Granted, pushing the foe back 5 feet is another option because then there is no OA if successful, but the prone option can sometimes let the PC get away and set up advantage for melee PC allies. Unlike Disengage, it just feels like the PC is using his action for something that helps out the party. Pushing a single foe back 5 feet doesn't quite feel like it is helping out the team as much in many situations.</p><p></p><p>It almost becomes a situation of, chose one of:</p><p></p><p>1) Disengage if its hard to get through a group of foes or there are two or more foes adjacent.</p><p>2) Knock a foe prone and then move around/away from him, provoking with disadvantage.</p><p>3) Push a foe back and then move away from him, without provoking.</p><p></p><p>#1 and #3 feel as if they are not accomplishing much, although technically, they might save the PCs bacon in a given situation. But, I seriously doubt people will use #3 unless they can push the foe into a pit or push them into an area to set up an area effect or something. #1 is much better since it always works. There are times, however, when it is worth the risk to attempt #2 over #1.</p><p></p><p></p><p>I'm also thinking that spell attacks that knock foes prone are going to become popular. They allow allies to extricate themselves (with a little risk) from situations without necessarily having to use up an action to do so.</p></blockquote><p></p>
[QUOTE="KarinsDad, post: 6355502, member: 2011"] Sure, but since a PC can now move however he wants around a foe as long as he is adjacent, it will often be possible to move a different side of the foe, attack and knock prone, and then have a clearer path to escape. Granted, pushing the foe back 5 feet is another option because then there is no OA if successful, but the prone option can sometimes let the PC get away and set up advantage for melee PC allies. Unlike Disengage, it just feels like the PC is using his action for something that helps out the party. Pushing a single foe back 5 feet doesn't quite feel like it is helping out the team as much in many situations. It almost becomes a situation of, chose one of: 1) Disengage if its hard to get through a group of foes or there are two or more foes adjacent. 2) Knock a foe prone and then move around/away from him, provoking with disadvantage. 3) Push a foe back and then move away from him, without provoking. #1 and #3 feel as if they are not accomplishing much, although technically, they might save the PCs bacon in a given situation. But, I seriously doubt people will use #3 unless they can push the foe into a pit or push them into an area to set up an area effect or something. #1 is much better since it always works. There are times, however, when it is worth the risk to attempt #2 over #1. I'm also thinking that spell attacks that knock foes prone are going to become popular. They allow allies to extricate themselves (with a little risk) from situations without necessarily having to use up an action to do so. [/QUOTE]
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