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General Tabletop Discussion
*Pathfinder & Starfinder
When you can push an opponent on hit because of 2 reasons
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<blockquote data-quote="jbear" data-source="post: 5340674" data-attributes="member: 75065"><p>Sounds like she has a very cool build.</p><p></p><p>I really don't know what the offical answer would be on this one.</p><p></p><p>What would my ruling be?</p><p></p><p>If I wanted to restrict her abilities then I'd rule that the Push effects combine into one Push. So Push 3. Knock Prone. Apply damage once. Shift into any of the squares the enemy left along the path of the Push.</p><p></p><p>If I wanted fights to go faster, have my monsters die quicker, then I'd probably let the player Push 2, Knock Prone, Apply damage, Shift into a square enemy left ... and then Push 2, Apply damage again.</p><p></p><p>If I wanted a balance between the two, I'd let her choose whichever option f the two above that she preferred, but say that the second option required her to forgo the extra damage to an adjacent enemy in order to Push twice and get the extra damage.</p><p></p><p>It's definitely a tricky one to rule. Someone with a firmer grasp of the fiddly bits of the rules might be able to nut this one out, but otherwise this seems like it falls into the DMs ruling of what is most fun for everybody category.</p></blockquote><p></p>
[QUOTE="jbear, post: 5340674, member: 75065"] Sounds like she has a very cool build. I really don't know what the offical answer would be on this one. What would my ruling be? If I wanted to restrict her abilities then I'd rule that the Push effects combine into one Push. So Push 3. Knock Prone. Apply damage once. Shift into any of the squares the enemy left along the path of the Push. If I wanted fights to go faster, have my monsters die quicker, then I'd probably let the player Push 2, Knock Prone, Apply damage, Shift into a square enemy left ... and then Push 2, Apply damage again. If I wanted a balance between the two, I'd let her choose whichever option f the two above that she preferred, but say that the second option required her to forgo the extra damage to an adjacent enemy in order to Push twice and get the extra damage. It's definitely a tricky one to rule. Someone with a firmer grasp of the fiddly bits of the rules might be able to nut this one out, but otherwise this seems like it falls into the DMs ruling of what is most fun for everybody category. [/QUOTE]
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When you can push an opponent on hit because of 2 reasons
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