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8

The two together occupy the same space (in all dimensions) as the mount alone. Source - Rules Compendium p253, also the Compendium Also, note that the previous page states that the mount must be at least one size category larger than the rider.


7

The disc always floats 1 foot off the ground. The rules say: You create a slightly concave, circular plane of force that floats a foot off the ground and can carry what you lay upon it. The disk is 3 feet in diameter and 1 inch deep at its center. It remains stationary unless you move more than 5 squares away from it, in which case it moves with your ...


6

While there is no requirement that walls be anchored to the ground As @JeremiahGenest notes, there is no requirement that a wall be anchored to the ground unless otherwise noted. See Wall of StoneDDI for an example of a wall that does need to be anchored. However your plan for a roof composed of a Wall of BladesDDI may not work as you hoped. Walls ...


6

From page 200 of the Essentials Rules Compendium: Space: A creature's space is the area, measured in squares, that the creature occupies on the battle grid. This area represents the three-dimensional space that the creature needs to take part in an encounter, allowing it to turn around, attack, fall prone, and so on. Despite the cubic shape of its ...


5

The official rules for aerial combat can be found here. They are, I warn you, fairly complicated, and can be a real headache to run. I personally hate them. So much so that I’ve created an abstract flight houserule, which eliminates most of the “3D-ness.” It is admittedly abstract – there are corner cases where this flight rule ...


4

I don't believe the rules ever formally state what exactly is or is not "ground." With that said, here's what I would use to evaluate this: Does the item have a large enough surface area to support the disk? Does the item have a reasonably uniform surface? (i.e. not someone's head and shoulders, not steeply angled, etc.). How much weight can the item ...


3

The fundamental trick is that 4e is 2 dimensional. All of its wording uses the term "squares" rather than cubes. While there are concessions to the z-axis, it is not considered an inherent aspect of the game when dealing with, for example, character height. As squeezing notes: Smaller Space: A Large, Huge, or Gargantuan creature reduces its space by 1. ...


3

I'd say the ground under the disk does need to be able to support the disk - it's meant to be read as an "effectively infinite" source of upward force. But, I'd say it doesn't need to be uniform or such. It's essentially a hovercart - it can detect the force it's applying to things on it, apply the necessary counterforce to keep them from falling off, and ...


2

There are lots of ways to adjudicate this. As always, it helps to have a rationale so you can sort out the effects of unplanned events quickly and consistently. We've struggled with this in a number of different systems for years, but I'll give you the two easiest mechanisms to GM that we've used. If you treat phasing as a form of limited dimensional ...


1

(Asking cust service, my reading is that the "up to 4 squares high" wording suggests that it must be based on the battlefield, but I couldn't find anything on the forums to support either side.) Here is the question I sent to them, I will update with their responses.: I am trying to answer a question on http://rpg.stackexchange.com/q/3627/760 about ...



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