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Teleport foes over a cliff - Forked Thread: Push+Wall=save
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<blockquote data-quote="catsclaw227" data-source="post: 4476829" data-attributes="member: 14197"><p>Maybe, but I am still guessing that the other powers will be eratta'd in a similar way to reflect the rules as intended. </p><p></p><p></p><p>Why put it there? For some DMing styles, this kind of statement would raise some hackles. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>It wasn't "put" there. It has always existed there and the PCs stumbled upon it and an encounter occurs there as a matter of happenstance.</p><p></p><p>In a sandbox style game, sometimes an encounter occurs because the PCs decided to move along a certain part of the geography of the world the players are in. The world, and therefore the cliff, exists there because it's just part of the geography. Not all world terrain exists for the purposes of encounter design. What if the PCs were seeking out a peaceful cliff dwelling tribe and for some reason, an NPC reacts negatively to a PC's attitude, or a PC becomes threatening (who knows, some players can be jerks for no reason)? The DM didn't intend this to be an "encounter area" with predesigned terrain. A cliff can become deadly in this case.</p><p></p><p>My point is, in many sandbox style games, the cliff isn't "put there" as an encounter terrain element. It just exists.</p><p></p><p>Now.... I am not DMing a sandbox game, as I don't have the time for that kind of homebrewing, but instead I run pre-published adventures. In this case, if an encounter is designed with a cliff nearby, then I would say it becomes hindering terrain and any effects to teleport or force move would require a save.</p></blockquote><p></p>
[QUOTE="catsclaw227, post: 4476829, member: 14197"] Maybe, but I am still guessing that the other powers will be eratta'd in a similar way to reflect the rules as intended. Why put it there? For some DMing styles, this kind of statement would raise some hackles. :) It wasn't "put" there. It has always existed there and the PCs stumbled upon it and an encounter occurs there as a matter of happenstance. In a sandbox style game, sometimes an encounter occurs because the PCs decided to move along a certain part of the geography of the world the players are in. The world, and therefore the cliff, exists there because it's just part of the geography. Not all world terrain exists for the purposes of encounter design. What if the PCs were seeking out a peaceful cliff dwelling tribe and for some reason, an NPC reacts negatively to a PC's attitude, or a PC becomes threatening (who knows, some players can be jerks for no reason)? The DM didn't intend this to be an "encounter area" with predesigned terrain. A cliff can become deadly in this case. My point is, in many sandbox style games, the cliff isn't "put there" as an encounter terrain element. It just exists. Now.... I am not DMing a sandbox game, as I don't have the time for that kind of homebrewing, but instead I run pre-published adventures. In this case, if an encounter is designed with a cliff nearby, then I would say it becomes hindering terrain and any effects to teleport or force move would require a save. [/QUOTE]
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Teleport foes over a cliff - Forked Thread: Push+Wall=save
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