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2 years ago ::
Oct 07, 2011 - 7:28AM
#1
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Pixie's have an altitude limit of 1.
So does that mean they are 1 square above everyone else, or are they in the same space?
I.e....
2 1 Pixie 0 Normal
Or
3 2 1 Pixie + Normal
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F-111 Interdictor Long (200+ squares) distance ally teleporter. With some warlord stuff. Broken in a plot way, not a power way. Thought Switch Higher level build that grants upto 14 attacks on turn 1. If your allies play along, it's broken. Elven Critters Crit op with crit generation. 5 of these will end anything. Broken. King Fisher Does an excellent job at keeping an enemy disabled in a few ways. Strong. Boominator Fun catch-22 booming blade build with either strong or completely broken damage depending on your reading. Very Distracting Warlock Lot's of dazing and major penalties to hit. Overpowered. Pocket Protector Pixie Stealth Knight. Maximizing the defender's aura by being in an ally's/enemy's square. Yakuza NinjIntimiAdin: Perma-stealth Striker that offers a little protection for ally's, and can intimidate bloodied enemies. Very Strong. Chargeburgler with cheese Ranged attacks at the end of a charge along with perma-stealth. Solid, could be overpowered if tweaked. Void Defender Defends giving a penalty to hit anyone but him, then removing himself from play. Can get somewhat broken in epic. Scry and Die Attacking from around corners, while staying hidden. Moderate to broken, depending on the situation. Skimisher Fly in, attack, and fly away. Also prevents enemies from coming close. Moderate to Broken depending on the enemy, but shouldn't make the game un-fun, as the rest of your team is at risk, and you have enough weaknesses. Indestructible Simply won't die, even if you sleep though combat. Sir Robin (Bravely Charge Away) He automatically slows and pushes an enemy (5 squares), while charging away. Hard to rate it's power level, since it's terrain dependent. Death's Gatekeeper A fun twist on a healic, making your party "unkillable". Overpowered to Broken, but shouldn't actually make the game un-fun, just TPK proof. Death's Gatekeeper mk2, (Stealth Edition) Make your party "unkillable", and you hidden, while doing solid damage. Stronger then the above, but also easier for a DM to shut down. Broken, until your DM get's enough of it. Domination and Death Dominate everything then kill them quickly. Only works @ 30, but is broken multiple ways. Battlemind Mc Prone-Daze Protecting your allies by keeping enemies away. Quite powerful. The Retaliator Getting hit deals more damage to the enemy then you receive yourself, and you can take plenty of hits. Heavy item dependency, Broken. Dead Kobold Transit Teleports 98 squares a turn, and can bring someone along for the ride. Not fully built, so i can't judge the power Psilent Guardian Protect your allies, while being invisible. Overpowered, possibly broken Unnamed Avenger|Runepriest/Hammer of Vengance Do lot's of damage while boosting your teams. Strong to slightly overpowered. Charedent BarrageA charging ardent. Fine in a normal team, overpowered if there are 2 together, and easily broken in teams of 5. Super Knight A tough, sticky, high damage knight. Strong. Super Duper Knight Basically the same as super knight, only far more broken. Mora, the unkillable avenger Solid damage, while being neigh indestuctable. Overpowered, but not broken. Swordburst Maximus At-Will Close Burst 3 that slide and prones. Protects allies with off actions. Strong, possibly over powered with the right party.
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2 years ago ::
Oct 07, 2011 - 7:51AM
#2
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Date Joined:
Oct 28, 2010
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The first option makes most sense to me, but I don't believe this is covered by RAW.
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2 years ago ::
Oct 07, 2011 - 7:55AM
#3
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Date Joined:
Jul 22, 2008
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My interpretation is that if you're standing on the ground, you are at altitude 0.
So, if you're at altitude 1, there is 1 square (5 feet) of empty space under you.
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2 years ago ::
Oct 07, 2011 - 7:56AM
#4
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That makes sense to me too (despite living in a country where ground floor is "level 1"), but i'm curious if there's RAW support of it.
guides
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my builds
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F-111 Interdictor Long (200+ squares) distance ally teleporter. With some warlord stuff. Broken in a plot way, not a power way. Thought Switch Higher level build that grants upto 14 attacks on turn 1. If your allies play along, it's broken. Elven Critters Crit op with crit generation. 5 of these will end anything. Broken. King Fisher Does an excellent job at keeping an enemy disabled in a few ways. Strong. Boominator Fun catch-22 booming blade build with either strong or completely broken damage depending on your reading. Very Distracting Warlock Lot's of dazing and major penalties to hit. Overpowered. Pocket Protector Pixie Stealth Knight. Maximizing the defender's aura by being in an ally's/enemy's square. Yakuza NinjIntimiAdin: Perma-stealth Striker that offers a little protection for ally's, and can intimidate bloodied enemies. Very Strong. Chargeburgler with cheese Ranged attacks at the end of a charge along with perma-stealth. Solid, could be overpowered if tweaked. Void Defender Defends giving a penalty to hit anyone but him, then removing himself from play. Can get somewhat broken in epic. Scry and Die Attacking from around corners, while staying hidden. Moderate to broken, depending on the situation. Skimisher Fly in, attack, and fly away. Also prevents enemies from coming close. Moderate to Broken depending on the enemy, but shouldn't make the game un-fun, as the rest of your team is at risk, and you have enough weaknesses. Indestructible Simply won't die, even if you sleep though combat. Sir Robin (Bravely Charge Away) He automatically slows and pushes an enemy (5 squares), while charging away. Hard to rate it's power level, since it's terrain dependent. Death's Gatekeeper A fun twist on a healic, making your party "unkillable". Overpowered to Broken, but shouldn't actually make the game un-fun, just TPK proof. Death's Gatekeeper mk2, (Stealth Edition) Make your party "unkillable", and you hidden, while doing solid damage. Stronger then the above, but also easier for a DM to shut down. Broken, until your DM get's enough of it. Domination and Death Dominate everything then kill them quickly. Only works @ 30, but is broken multiple ways. Battlemind Mc Prone-Daze Protecting your allies by keeping enemies away. Quite powerful. The Retaliator Getting hit deals more damage to the enemy then you receive yourself, and you can take plenty of hits. Heavy item dependency, Broken. Dead Kobold Transit Teleports 98 squares a turn, and can bring someone along for the ride. Not fully built, so i can't judge the power Psilent Guardian Protect your allies, while being invisible. Overpowered, possibly broken Unnamed Avenger|Runepriest/Hammer of Vengance Do lot's of damage while boosting your teams. Strong to slightly overpowered. Charedent BarrageA charging ardent. Fine in a normal team, overpowered if there are 2 together, and easily broken in teams of 5. Super Knight A tough, sticky, high damage knight. Strong. Super Duper Knight Basically the same as super knight, only far more broken. Mora, the unkillable avenger Solid damage, while being neigh indestuctable. Overpowered, but not broken. Swordburst Maximus At-Will Close Burst 3 that slide and prones. Protects allies with off actions. Strong, possibly over powered with the right party.
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2 years ago ::
Oct 07, 2011 - 7:56AM
#5
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Date Joined:
Jun 17, 2010
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This was discussed when the Pixie altitude limit first came out, and I go back to what I said then.
Someone standing on the ground is at altitude 0. Someone buried in the ground is below that person, at a -1 altitude. Someone hovering over the standing person's head is at 1 altitude.
Swap the squares representation for feet, and you have the following:
At an altitude of 5 feet, how far can you fall before you hit the ground? Answer: 5 feet. At an altitude of 1 square, how far can you fall before you hit the ground? Answer: 1 square.
As far as explicit RAW, this is one of the cases where they define something solely by its English usage, and not with an explicit entry.
That said, an altitude limit of 1 is still within melee reach for things, so it won't have any direct impact in combat if you're floating in the ground-level square or one square up.
It does mean, however, that a Pixie Fighter floating over your head is a very strong deterrent to movement. Though even that isn't really all that crazy given that the Pixie Fighter can move inside a Medium creature's space, as well.
D&D Next = D&D: Quantum Edition
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2 years ago ::
Oct 07, 2011 - 7:58AM
#6
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We should get mvincent to FAQ this...
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2 years ago ::
Oct 07, 2011 - 9:46AM
#7
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Date Joined:
Jun 15, 2004
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We should get mvincent to FAQ this...
Done. The following has been added to the forum FAQ: "What does a pixie's altitude limit of 1 mean? per RC p.210: "If a creature has a specified Altitude limit, the creature falls at the end of its turn if it is flying higher than this limit. For example, a creature that has an Altitude limit of 2 falls at the end of its turn if its flying higher than 2 squares". This means that the pixie can be one square off the ground (i.e. have an empty 'cube' below it) without issue. Discussed here and here."
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2 years ago ::
Oct 07, 2011 - 11:41AM
#8
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Date Joined:
May 12, 2009
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I think its the second option. DMG 45 Movement In Three Dimension: Define an arbitrary elevation, preferably the one where most of the encounter takes place, as "ground" level. Creatures are all positioned above or below the action relative to that altitude. Placing a small d6 or d4 is a good way to measure its distance above or below this level. The number on the die show how many squares above or below the baseline.Also the exemple shows it for Altitude Limit of 2. RC 210 Altitude Limit: If a creature has a specified Altitude limit, the creature falls at the end of its turn if it is flying higher than this limit. For exemple, a creature that has an Altitude limit of 2 falls at the end of its turn if its flying higher than 2 squares.
But this value is still the first square at baseline set as the ground. So if a Pixie end its turn anywhere above 1 square (5 feet) it will Fall. Not that it would matter anyway for anything below 7 squares since it has a Speed of 6 as per the Falling Rules for Flying Creatures (RC 209) This means that the pixie can be one square off the ground (i.e. have an empty 'cube' below it) without issue. Discussed here and here."
The statement in parenthese is incorrect IMO. An Altitude limit of 1 square means it will Fall at the end of its turn if its flying higher than 1 square (off the ground)
Yan Montréal, Canada
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2 years ago ::
Oct 07, 2011 - 12:49PM
#9
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Date Joined:
Jun 17, 2010
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Right...which means it won't fall if it's in the 'cube' directly above a Medium creature that is standing on the ground. It's not higher than one square off the ground.
D&D Next = D&D: Quantum Edition
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2 years ago ::
Oct 07, 2011 - 12:54PM
#10
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Date Joined:
Jan 30, 2007
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For the love of all that is holy, I hope that altitude limits are addressed in the Feywild book. It seems that the rules, because they don't specify which square is 0, are causing two interpretations that could both be right, depending on whether you count the squares that are occupied by creatures that are walking as "1" or "0".
Please, PLEASE let this be cleared up in a Rule of Three.
Salla, on minions: I typically use them as encounter filler. 'I didn't quite fill out the XP budget, not enough room left for a decent near-level monster ... sprinkle in a few minions'. Kind of like monster styrofoam packing peanuts.
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