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Switch to Forum Live View Some rules questions
3 years ago  ::  Jan 12, 2010 - 3:21PM #1
Phydorex
Date Joined: Aug 2, 2006
Posts: 37
What exactly is the range on concecrated ground? I'm tired of the party cleric moving the little glowy zone all over the battlefield from the safety of the rear. Also if the cleric goes unconcious does the zone go out right away or does it stay around? (I've had situations where I've knocked the cleric out but because he was in the aura he healed stood up and sustained the aura)

Whirling barbarian powers and stances, if you drop someone to 0 or below, do these end? I dropped the barb inbetween whirling attacks and she basically argued she could still use it when the cleric healed her and she stood up on her next turn.

Thanks
Phy~
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3 years ago  ::  Jan 12, 2010 - 3:47PM #2
gwydion9
Date Joined: Jun 8, 2008
Posts: 1,714

Jan 12, 2010 -- 3:21PM, Phydorex wrote:

What exactly is the range on concecrated ground? I'm tired of the party cleric moving the little glowy zone all over the battlefield from the safety of the rear. Also if the cleric goes unconcious does the zone go out right away or does it stay around? (I've had situations where I've knocked the cleric out but because he was in the aura he healed stood up and sustained the aura)




Consecrated ground is a zone power, not a ranged power.  The cleric can move the zone three squares by spending a move action.  They may move it about as much as they like as long as they have move actions to do so.

If the cleric is knocked unconscious, the zone remains until the end of the cleric's next turn, see "durations," page 278.   Yes, this means the cleric may well regain consciousness in time to keep sustaining the power.  This has been discussed many, many, many times in this forum.  It is working as intended.

Intelligent monsters who understand how this power works might deal with it in any number of ways.  The simplest would be to knock the cleric out, then drag him or her outside of the zone, or coup de grace, hoping you can hit the clerics bloodied value as a negative number before their turn comes up, killing them outright.  Magically adept adversaries might have access to dispel magic.  Stun effects would do the trick, as they deprive the cleric of the actions necessary to sustain the zone.  Daze effects would make it impossible for the cleric to both move and sustain the zone.


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Jan 12, 2010 -- 3:21PM, Phydorex wrote:


Whirling barbarian powers and stances, if you drop someone to 0 or below, do these end? I dropped the barb inbetween whirling attacks and she basically argued she could still use it when the cleric healed her and she stood up on her next turn.




If the power has a sustain cost, and the cost is not paid by the end of the player's turn, it ends. This is explained clearly on page 278.  If a character is sustaining an effect and is below 0 Hp, then is healed in time to take their turn, they may continue to sustain the power.  They do not pay the sustain cost until their turn comes up, and may pay it at any point during their turn.





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3 years ago  ::  Jan 12, 2010 - 4:48PM #3
Suoitidure
Date Joined: Jan 24, 2009
Posts: 3,652

Jan 12, 2010 -- 3:21PM, Phydorex wrote:

What exactly is the range on concecrated ground



It has no range.

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3 years ago  ::  Jan 12, 2010 - 6:00PM #4
jaelis
Date Joined: Apr 12, 2004
Posts: 3,067
The cleric does need to have line of effect to at least one square of the zone (at the end of his turn).  So he can't move it off around a corner or the like.
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3 years ago  ::  Jan 12, 2010 - 6:31PM #5
Nom
Date Joined: Jan 15, 2004
Posts: 2,096
Not only does the cleric need LoE, but he/she must end their turn within range (close burst 1) of at least one square of the power.  If the cleric is not adjacent when his/her turn ends, the power fails, even if they sustained it during their turn (see MM2, movable zones).
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3 years ago  ::  Jan 12, 2010 - 6:59PM #6
Suoitidure
Date Joined: Jan 24, 2009
Posts: 3,652

Jan 12, 2010 -- 6:31PM, Nom wrote:

Not only does the cleric need LoE, but he/she must end their turn within range (close burst 1) of at least one square of the power.  If the cleric is not adjacent when his/her turn ends, the power fails, even if they sustained it during their turn (see MM2, movable zones).




Close burst 1 is not a range. Close burst only designates the origin square. If it was a range, the range would be 0.

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3 years ago  ::  Jan 12, 2010 - 7:15PM #7
DropThemBones
Date Joined: Oct 12, 2009
Posts: 2,110
I think I know what he meant though..it needs to stay in range, like a conjuration, but it is not a coonjuration so it does not need to follow those rules.
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3 years ago  ::  Jan 12, 2010 - 7:16PM #8
Suoitidure
Date Joined: Jan 24, 2009
Posts: 3,652

Jan 12, 2010 -- 7:15PM, DropThemBones wrote:

I think I know what he meant though..it needs to stay in range, like a conjuration, but it is not a coonjuration so it does not need to follow those rules.



Yes, that is what he means... but it has no range.

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3 years ago  ::  Jan 12, 2010 - 9:54PM #9
Nom
Date Joined: Jan 15, 2004
Posts: 2,096
Well, how do you apply this in the light of "rangless" powers?

MM2, via compendium: A movable zone ends at the end of its creator’s turn if the creator is not within range of at least 1 square of it (using the power’s range) or if the creator doesn’t have line of effect to at least 1 square of it.



The only two sane answers are "within close burst 1" (ie the power's area of effect) or "within the zone" (range 0, the range to the origin).

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3 years ago  ::  Jan 12, 2010 - 10:53PM #10
EasyT
Date Joined: Aug 22, 2007
Posts: 1,710
Nom is correct about the range being 1. If you don't have a MM2 around to reference this rule, and don't have access to the Compendium, you may instead simply refer to PHB page 59:

If a power allows you to move a zone, at least 1 square that the zone covers must remain within the power’s range. If you move far enough away from a zone that it is no longer in range, its effects immediately end.



Note that the PHB rule is slightly different than the rule found in MM2, as the creator of the zone does not merely have to end their turn within range, but must remain within range at all times or the zone ends immediately. I don't really know which rule is supposed to take precedence, so you'll have to decide that for yourself. The good news for you, Phydorex, is that you don't have to worry about the Cleric moving this particular zone around from the back ranks.

Also, when understanding this rule, it's important not to confuse "Ranged" the attack type, with "range" the maximum distance at which a power may operate. Attack types and ranges are explained on PHB page 56.

In the case of Consecrated Ground, the attack type is "Close (burst)" and the range is "1". This means the zone in question must be at a maximum distance of right next to the Cleric or the zone ends instantly (if we use the PHB version of the rules).

gwydion9 has suggested a lot of good ways to mess with a Cleric who is trying to maintain a zone, and in addition to those suggestions I'd like to add that good old fashioned forced push, pull or slide could work pretty well too.

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