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When you have a power contingent on an enemy moving...
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<blockquote data-quote="eamon" data-source="post: 4565196" data-attributes="member: 51942"><p>Note that for instance the conditions sections speaks of...</p><p style="margin-left: 20px"><em>Immobilized: </em>You can't move from your space, although you can teleport and can be forced <strong>to move</strong> by a pull, push or slide.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px"><em>Restrained:</em> You can't be forced <strong>to move</strong> by a pull, push, or slide.</p> <p style="margin-left: 20px"></p><p>Suggesting that forced movement is just a a particularly (forced...) type of movement... The forced movement section doesn't contradict this, though it does contain a rule which might seem to say that at first sight:</p><p></p><p style="margin-left: 20px"><em>Not a Move:</em> Forced movement doesn't count against a target's ability to move on its turn. A target's speed is irrelevant to the distance you move it.</p> <p style="margin-left: 20px"></p><p>Common sense suggest that it might be tough, but that the fact that a creature happens to have been forced does mean it somehow doesn't need to carry the consequences of having moved. The "Not a Move" clause is already being rather nice when it comes to charms and the like, but that an acceptable simplification. In general however, a trap triggers whether you were forced onto it or whether you went there yourself. Perhaps the in-game reality isn't always simulated 100% accurately, but that's just an inherent trade-off. What <em>should</em> happen is a fighter footwork-lures an opponent away from the swordmage?</p><p></p><p>In cases of doubt, there is a fallback; the PHB says you can save to drop prone if you're being pushed off a ledge, and the DMG suggests this is more broadly applicable. So, if a particular combo is particularly non-sensical and abusive, this suggests a compromise: let the victim save to drop prone but avoid moving.</p></blockquote><p></p>
[QUOTE="eamon, post: 4565196, member: 51942"] Note that for instance the conditions sections speaks of... [INDENT][I]Immobilized: [/I]You can't move from your space, although you can teleport and can be forced [B]to move[/B] by a pull, push or slide. [I]Restrained:[/I] You can't be forced [B]to move[/B] by a pull, push, or slide. [/INDENT]Suggesting that forced movement is just a a particularly (forced...) type of movement... The forced movement section doesn't contradict this, though it does contain a rule which might seem to say that at first sight: [INDENT][I]Not a Move:[/I] Forced movement doesn't count against a target's ability to move on its turn. A target's speed is irrelevant to the distance you move it. [/INDENT] Common sense suggest that it might be tough, but that the fact that a creature happens to have been forced does mean it somehow doesn't need to carry the consequences of having moved. The "Not a Move" clause is already being rather nice when it comes to charms and the like, but that an acceptable simplification. In general however, a trap triggers whether you were forced onto it or whether you went there yourself. Perhaps the in-game reality isn't always simulated 100% accurately, but that's just an inherent trade-off. What [i]should[/i] happen is a fighter footwork-lures an opponent away from the swordmage? In cases of doubt, there is a fallback; the PHB says you can save to drop prone if you're being pushed off a ledge, and the DMG suggests this is more broadly applicable. So, if a particular combo is particularly non-sensical and abusive, this suggests a compromise: let the victim save to drop prone but avoid moving. [/QUOTE]
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