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I found another thread regarding this, but no one had a clear answer.
Does Kinteitc trip (augment 1) end a move ? Here's how it's worded: Augment 1 Hit: 1d8 + Intelligence modifier force damage. On its next turn, if the target makes a move other than a shift, it falls prone. So does this mean it moves however far it wants then falls prone? Or does it fall prone as soon as it starts moving? Thanks!
Yeah, that's not clear so you just have to go off how you interpret the wording. I'm agree with thespaceinvader - to me it seems you have to actually MAKE THE MOVE to fall prone. So you move first, then land on your bupkiss. Talk it over with your DM and come to an agreement before it comes up in the game.
Another reason I like 4e: stuff like this is one of the few game elements that I believe needs more clarification in a game where the vast majority of the game elements are so well-defined. Unlike some other editions where it seems like every other sentence can be interpreted three different ways. Okay, that's an exaggeration, but you get my point.
Hah, that's true I suppose. My only problem is I'm the DM. I feel like it's also at the end of the move, because otherwise there's no reason add the prone part, it would just say "On its next turn, the target can only shift." because, it's pretty pointless to try a move action and just fall down, thus negating a move and requiring another move just to stand up.
However, I didn't want to write how I felt it should work because I wanted to see some othere player's unbiased opinions.
wow that's actually an interesting question since I can see the arguments for either way of using the power. There's precedence for it proning as soon as the move is begun if it's not a shift for example.
Worth noting that there are 3 possible interpretations: 1: if it tries to move without shifting, it falls prone instead. 2: If it tries to move without shifting, it falls prone after the whole move. 3: If it tries to move without shifting, it gets one square (the definition of 'move' being 'leave one square to enter another') and then falls over.
I'd argue 1 is too powerful, and 2 is too weak, so 3 is probably the way it should work.
Correct answer is 3. Moving is defined as leaving one square and entering another, full stop.
Ok, good to have a consensus. So, pretty much creatures will basically just use their shift, since a normal move would stop their movement after 1 square anyways.
agreed on 3 instead 2. I also agree that if I had to make a ruling at my table I would go with option 3.
It doesn't end their move action though. It just makes them fall prone after 1 square of non-shifting movement. Then they can crawl for their movement. Which lets they have a move 8, he moves 1 goes prone then can crawl 4 with the combined movement rules.
crawling, like running is an action all of it's own. Meaning that the prone would end the movement and another movement action would need to be used to crawl. You can't run 2 squares, fall prone, then crawl the rest as part of the same action. Or at least as far as my understanding of that stuff goes.
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