Willing Targets

RillianPA

First Post
Forgive me if this has been discussed, but despite a multitude of searches in various forums all over, not to mention review of various rulebooks, I have failed to find an answer.

I am trying to find out if there is a rule/faq/something official that allows a willing target to be "automatically" hit (ie with no die roll), or anything similar to that.

Specifically, there are a number of powers that can hit allies, but are beneficial for the allies, while still harmful for enemies. Reference the primary attack of Scattering Shock, which slides each target 2 squares, and targets are "Creatures" in an Area burst 3. Can allies choose to be hit?

Thanks for your help.
 

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I don't think there is a RAW reason why a PC shouldn't be allowed to allow themselves to be hit.... though I'd suggest that if they're going to drop their guard they need to drop it for both the primary and secondary attack (if in range) for the example given.
 

I agree with you, though it seems likely that the restructure of the battlefield afforded by the Slide 2 should put any allies out of harms way.

However, I'd really like some RAW or even RAI that supports allowing a hit, if anyone can find it.
 

There is not a rule to allow someone to drop their guard, so by RAW you would need to follow the normal rules for an attack and roll vs the targeted defense.
 

'Bob, I need you to shoot me in the face with the shotgun you're killing those zombies with so that the force of the blast will carry me across the room and out of harms way.'

'So, you want me to attack you with this dangerous and lethal weapon in a way that I use against our enemies, i.e. a dangerous and lethal way, so you can be out of harm's way!?!'

'Yeah.'

'Why can't you just walk?'

'They might attack me.'
 


Oh yeah, there's no such thing as an automatic hit against allies.

Allies being willing is what makes them allies vs enemies. It has no other effect than that.
 

Personally I'd allow players to apply the following negative statuses to themselves as an immediate action OR as a free action during their own turn:
helpless
blind

and to remove them as an immediate action or as a free action during their own turn (assuming they're voluntarily afflicted of course).

And the following with some effort (ie - a standard action + some required equipment)
deaf
restrained
immobilized
slowed

So if you really, really want to get hit by that aoe blast and get flung across the room, you can spend your immediate action to become helpless or blind before they do it, taking a penalty to all defenses. You'll then stay that way until your turn though, so it's a nasty risk.
 

I have a scenario in which an attack on a willing ally is a good and reasonable solution per RAW. If an enemy grabs an ally, and has better defenses than the ally, it makes more sense to Bull Rush the ally to break the grab with the forced movement.

Nonetheless, I don't have a clear answer with respect to lowering the defenses of the ally to assist the attack. I'm not sure it was a foreseen element of gameplay. In the abstract, it makes sense that a cooperative target should be easier to hit. But in the example I give, I'm not sure it's right to make breaking the grab easier.
 

Personally I'd allow players to apply the following negative statuses to themselves as an immediate action OR as a free action during their own turn:
helpless
blind

and to remove them as an immediate action or as a free action during their own turn (assuming they're voluntarily afflicted of course).

And the following with some effort (ie - a standard action + some required equipment)
deaf
restrained
immobilized
slowed

So if you really, really want to get hit by that aoe blast and get flung across the room, you can spend your immediate action to become helpless or blind before they do it, taking a penalty to all defenses. You'll then stay that way until your turn though, so it's a nasty risk.

I like this concept. I'd also add the non-condition "granting combat advantage" to the list.
 

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