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<blockquote data-quote="Hypersmurf" data-source="post: 4481522" data-attributes="member: 1656"><p>Except the ability to fall prone isn't guaranteed, even when there's a real pit. Someone can fail to fall prone (by failing their save) when the pit is real.</p><p></p><p>There's no way for the character, in the game reality, to tell the difference between "I failed to fall prone because my player rolled badly" and "I failed to fall prone because this isn't actually hindering terrain". Either way, he was pushed, he tried to fall prone, and he didn't make it.</p><p></p><p>It only becomes an issue if the characters run a study on the statistical likelihood of evading a push when the pit is real vs illusory. And if the characters are running those sorts of studies, then all <em>manner</em> of game mechanics will be thrown into sharp relief.</p><p></p><p>So as players, we don't have our characters run statistical studies on game mechanics. And the problem, thus, is not a problem.</p><p></p><p></p><p></p><p>I'd say the same thing - the character can always attempt to fall prone when he's being pushed. If the square he's being pushed into is not hindering terrain, he fails. If it is hindering terrain, whether or not he succeeds depends on a saving throw.</p><p></p><p>So if he's being pushed into what looks like normal ground, he can attempt to fall prone if he wants. If it's actually normal ground, he doesn't make it. If it's actually a disguised spiked pit, whether or not he makes it will depend on what the player rolls.</p><p></p><p></p><p></p><p></p><p>But they <em>do</em> mention the general case of forced movement - you go where the attacker directs you. So when there isn't a specific exception, like the cliff or hindering terrain, we have a rule for what happens.</p><p></p><p>-Hyp.</p></blockquote><p></p>
[QUOTE="Hypersmurf, post: 4481522, member: 1656"] Except the ability to fall prone isn't guaranteed, even when there's a real pit. Someone can fail to fall prone (by failing their save) when the pit is real. There's no way for the character, in the game reality, to tell the difference between "I failed to fall prone because my player rolled badly" and "I failed to fall prone because this isn't actually hindering terrain". Either way, he was pushed, he tried to fall prone, and he didn't make it. It only becomes an issue if the characters run a study on the statistical likelihood of evading a push when the pit is real vs illusory. And if the characters are running those sorts of studies, then all [i]manner[/i] of game mechanics will be thrown into sharp relief. So as players, we don't have our characters run statistical studies on game mechanics. And the problem, thus, is not a problem. I'd say the same thing - the character can always attempt to fall prone when he's being pushed. If the square he's being pushed into is not hindering terrain, he fails. If it is hindering terrain, whether or not he succeeds depends on a saving throw. So if he's being pushed into what looks like normal ground, he can attempt to fall prone if he wants. If it's actually normal ground, he doesn't make it. If it's actually a disguised spiked pit, whether or not he makes it will depend on what the player rolls. But they [i]do[/i] mention the general case of forced movement - you go where the attacker directs you. So when there isn't a specific exception, like the cliff or hindering terrain, we have a rule for what happens. -Hyp. [/QUOTE]
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