Hot answers tagged 3d-space
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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