Hot answers tagged forced-movement
19
No. From the compendium:
Forced Movement
Movement that a creature is compelled to do, specifically a pull, a push, or a slide. A creature can be moved in other ways, such as through teleportation, but only pulls, pushes, and slides are technically forced movement.
12
Yes, both those pushes are valid.
When you push a creature, each square you move it must place it farther away from you. [RC 211)
Now, 4e measurements use taxicab geometry, or Chebyshev distance, so the effect is... often nonintuitive. I'm pretty sure 4e floors are constantly shifting hyperplanes. My players have developed the mantra, "Circles are ...
10
No, forced movement is not required to take place. It is also allowable to cause the creature to move less than the indicated number of squares, so long as a destination is not specified.
Pg 212 of the Rules Compendium reads as follows:
When a distance is specified, it is a maximum; the creature or effect producing the forced movement can move its ...
10
No
Traps are not hindering terrain. Here is how it plays out:
A creature is forced into an unrevealed trap.
The trap is triggered and attacks
Follow the traps hit/miss/effect lines as appropriate
Continue the forced movement if applicable (Line of Effect might be broken)
Using a Level 1 False-Floor PitDDI as an example:
The Goblin is pulled onto the ...
9
Any forced movement reduction is applied normally.
Note that the text says "if it can end the pull adjacent to you". It doesn't have to actually end there, it just needs to be able to end there. The power also says "if the target is adjacent to you after the pull", implying that it may not actually end there.
EDIT: Regarding your edit, I can see merit in ...
9
Essentially no, they both move together even if you only target one of them.
From the Compendium Also pg254 in the Rules Compendium
Forced Movement: If the mount is pulled, pushed, or slid, the rider moves with it. If the rider is pulled, pushed, or slid and the mount isn’t, the rider can have the two of them move together. Otherwise, the rider is ...
9
The general rule is that A is moved away without B, and if the movement takes B out of A's melee reach, the grab ends. References can be found in the definition of the grabDDI action at page 290 of the Player's Handbook and after the definition of the grabbed condition on the Essentials Rules Compendium (page 231).
As a minor side note, grapple is a term ...
9
As printed they would not. The spell explicitly states that damage is dealt under one of the following conditions:
A creature starts its turn adjacent to the wall.
A creature moves into the wall's space.
A creature starts its turn within the wall's space.
None of those three things has occurred if the creature is pushed/pulled/slid out of the fire before ...
8
From the DMG/Compendium, the important part for your question:
Forced Movement and Terrain
Difficult Terrain: Forced movement
isn’t hindered by difficult terrain.
Blocking Terrain: Forced movement
can’t move a creature through blocking
terrain (page 61). Every square along
the path must be a space the creature
could normally occupy.
...
8
Why not use just ranged monsters?
I don't see forced movement as a problem for the most part. Typically its used to either move monsters away from ranged characters or towards melee characters (or away from the weak or injured). However, if you use monsters that are effective at range, or effective in both close quarters and at range then you will solve ...
8
No
Polearm Gamble could be expanded into a power card that would look like this:
Opportunity Action
Trigger: A nonadjacent enemy enters a square adjacent to you
Effect: You take an opportunity attack against that enemy and grant that enemy combat advantage until the end of its turn.
Rules Compendium p.200 states:
enter a square: Move into a square on ...
8
Maybe
Argument for yes:
Polearm Gamble:
Benefit: When a nonadjacent enemy enters a square adjacent to you, you can make an opportunity attack with a polearm against that enemy, but you grant combat advantage to that enemy until the end of the enemy’s turn.
It does not, like other powers, indicate "on their turn." Furthermore, the natural ...
8
No, but not for the reason you think: creatures cannot take interrupts on their own turns.
An interrupt action has been explicitly defined as something which must occur on some other creature's turn (PHB, 268) (much to the chagrin of the Juggernaut in my party who can't use her "on bloodied" interrupt when she's bloodied from ongoing damage or auras or any ...
8
Yes, but beware of thrown dice, hurled pizza, and no-one being willing to give you a ride.
While forced movement is forced movement, beware inflicting it on PCs. Instead, establish game-plans in advance and explain what you're doing. By explaining and allowing them to veto, you will promote party cohesion and actually perform better tactically (by not ...
7
The exact same (in fact more detailed) question came up on the WotC boards. Here is the answer to your question:
Hitting with Thundering Armor while having the Feat Mark of Storm result in a Push 1 and a Slide 1 because Mark of Storm doesn't increase any Forced Movement, it produces one on its own.
Where someone else explains how this sort of rule is ...
7
This is apparently an oldie, but a recent comment by Wax Eagle brought me here. How about a revival?
Here's how I read it:
Dwarf
Stand Your Ground:
When an effect forces you to move — through a pull, a push, or a slide — you can move 1 square less than the effect specifies. This means an effect that normally pulls, pushes, or slides a target 1 ...
7
The character gets one (and only one) saving throw.
The two sections you noted are referring to the same saving throw.
On page 207, the Hindering Terrain -> Saving Throw section ends with
See "Forced Movement" and "Teleportation" discussed later in this section
Page 212 is within the Forced Movement section and contains the details about how to ...
6
Both the creature doing the GrabDDI, and the target who is GrabbedDDI can be effected by forced movement (push/pull/slide) as normal.
Forced movement on one combatant does not move another due to a grab by default.
The definition of Grab contains:
If a pull, a push, or a slide moves you or the creature you’re grabbing out of your reach, the grab ends.
...
6
There's no overall limit on how far you can push someone.
Bear in mind that you could have used other powers dealing more damage or imposing status effects instead, and your attack powers aren't guaranteed to hit, so it's fair what you did.
Find out what your avenger used, and check that it works on forced movement, and on forced movement imposed by his ...
6
By the spirit of the arcanist playtest, no. Formally, yes, depending on power text.
While this answer covers wall of fire specifically, the intent as stated was to reduce forced movement abuse. However, given that the PHB FAQ hasn't been updated nor has the compendium been updated with any formal errata... ask your DM. This is clearly a situation where ...
6
No. Forced Movement does not provoke. Plain and simple.
willing movement
Movement of any sort that a creature does of its own free will. Any other sort of movement, such as forced movement, is unwilling.
Since the creature is not moving of its own accord, but compelled to, it won't count. If the enemy MOVES on ITS turn, then ya, the trigger can ...
6
Re: Falling: Does a falling creature provoke Opportunity Attacks on the way down?
Based on this, and the lack of OoAs on forced movement, I would assume that other terrain-based forced movement would not provoke OoAs either.
5
Your tactic is legal and should be allowed.
Here is a good summary of some recent answers from WoTC Customer service. It is still an open question if you can cause a target to take damage multiple times by sliding them in and out of a zone. (Obviously thunder wave can't be used this way, but other abilities can).
5
Based on current RAW, the answers aren't quite as simple as the questions - in fact, part of them brings up another question which I'll be shortly sending to WotC support.
First, let's break up your first question a bit:
1a. Are a rider and mount considered different targets?
Yes. For the purposes of targeting, the rider and mount are separate ...
5
No
As Brian states, this is not 100% cut and dried. However I believe we can reason our way to the likely true answer.
The Rules Compendium, page 29 gives us Two Principles to Keep in Mind and number 1 is Specific Beats General. Therefore it would be easy to stop there and decide that Polearm Gamble is clearly allowing an exception to the general rule of ...
4
Well... just a thought here. If your PCs are knocking your monsters prone... what about this?
Have them get ambushed by a creature that can burrow underground and comes in swarms of 5, 10 or 20 at a time? Make it rather long, say two feet or so, with a light natural armor or slightly tough hide, and piranha-like teeth with an appetite to match. It is ...
4
My interpretation -
Come and Get It gives a "forced movement move speed" of 2. Stand Your Ground reduces the "forced movement move speed" by 1. Then you move the target.
It would seem to me, that the crux of the question boils down to:
When I "pull the target up to 2 squares", and it can opt to resist one square of pull, and I want it to move one ...
3
After some pondering I think Brian's answer is correct.
Forced movement should pay the extra +3 for each square of the Wall of Fire entered.
The Rules Compendium covers Forced Movement on pages 211-213. It notes that difficult terrain is ignored. No mention is made of hindering terrain. The section on hindering terrain (p207) notes that you get a ...
3
1. Yes, Just like push/pull/slide someone over a cliff, the same applies here. If it is a beach or river bank then they get wet. If it is a dock or cliff then they fall (save if applicable), then get wet. See below.
1a. That would be up to the creature and any other affects on the creature, but I would say they fly. See below.
2. No, and Yes See ...
3
It's not forced movement, but per the Player's Handbook errata, trying to teleport creatures into dangerous terrain or to a spot where they will fall gives them an immediate saving throw to avoid the teleport.
Teleportation
Page 286: Replace the text for the Destination entry
and the Immobilized entry. This change addresses
what happens when a ...
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