Community

 
Living Forgotten R.. Living Forgotten R.. NETH4-2: The Tripartite Tower - questions from...
Jump Menu:
Post Reply
Page 1 of 2  •  1 2 Next
Switch to Forum Live View NETH4-2: The Tripartite Tower - questions from a player
12 months ago  ::  Jun 23, 2012 - 8:57PM #1
Undrhil
  • Dragon Slayer
Date Joined: Jan 2, 2007
Posts: 4,260
We just ran this mod on Friday and I was playing a Shaman|Warlord character.

From what I understand of the Shaman's Spirit Companion, enemies cannot enter its square.  That is from the power Call Spirit Companion, not a general rule of conjurations.  Also, it is not a creature (but it can be attacked by melee or ranged attacks.)

Spoiler: Show

There is a siege tower in the final combat of this mod which is a huge "creature".  I summoned my spirit companion into a square directly in front of the siege tower, one square up, fully expecting the siege tower to not be able to advance, since enemies cannot enter the square of the spirit companion.  The DM said "No, you aren't breaking this mod that easily" and moved the tower over the spirit companion anyway.

So, my question is: should the siege tower be able to move past my spirit companion like that?  Or would it have to go around the spirit companion?
Quick Reply
Cancel
12 months ago  ::  Jun 24, 2012 - 6:09AM #2
Keith53
Date Joined: Aug 21, 2007
Posts: 1,282
My 2 cents.  I don't think the DM misplayed it although not 100% sure.

Spoiler: Show
Looking at the stat block in the adventure.  The siege tower creature has a power to move into (and possibly through) an enemy's square, called a crush. As I read it, the tower should have attacked your spirit companion, and of course if it does enough damage, the spirit companion would be gone. I am not 100% clear if the power means the creature can continue through the occupied square if it misses or without an attack, but as it does not explicitly say it must stop, that may be a matter of interpretation by the DM. What is absolutely clear, is it can enter the square of an enemy (and an enemy can enter its square). If I were a DM to run this, I would probably try to ask the Writing Director or Author that question before I ran it. 


Keith
Keith Hoffman
LFR Writing Director for Waterdeep
Quick Reply
Cancel
12 months ago  ::  Jun 24, 2012 - 6:31AM #3
Mommy_was_an_Orc
Date Joined: Apr 25, 2002
Posts: 4,987
I would have made the same ruling at the table. It might not be 100% correct from a literalist RAW PoV, but I'd consider it obvious RAI for both the Spirit Companion and the specific problem. 
Quick Reply
Cancel
12 months ago  ::  Jun 24, 2012 - 10:20AM #4
Keithric
  • Senior Volunteer Community Lead
Date Joined: Aug 19, 2007
Posts: 5,149
Yep, the creature in question just bypasses most everything.

Not that it probably matters that much, since it's not that hard to just go around a 1 space creature - but the DM ruled correctly here.

You can also make an argument that the two size category difference rule could be extrapolated to apply, to huge+ creatures of other persuasions. It's an interesting topic in that respect, and probably a reasonable method of handling it.
Keith Richmond
Living Forgotten Realms Epic Writing Director
Quick Reply
Cancel
12 months ago  ::  Jun 24, 2012 - 10:32AM #5
JohnduBois
Date Joined: May 29, 2004
Posts: 956

Jun 23, 2012 -- 8:57PM, Undrhil wrote:

We just ran this mod on Friday and I was playing a Shaman|Warlord character.

From what I understand of the Shaman's Spirit Companion, enemies cannot enter its square.  That is from the power Call Spirit Companion, not a general rule of conjurations.  Also, it is not a creature (but it can be attacked by melee or ranged attacks.)

Spoiler: Show


There is a siege tower in the final combat of this mod which is a huge "creature".  I summoned my spirit companion into a square directly in front of the siege tower, one square up, fully expecting the siege tower to not be able to advance, since enemies cannot enter the square of the spirit companion.  The DM said "No, you aren't breaking this mod that easily" and moved the tower over the spirit companion anyway.

So, my question is: should the siege tower be able to move past my spirit companion like that?  Or would it have to go around the spirit companion?



I don't think that what your DM did is strictly wrong - there are a couple different rules exceptions at work here (although I've found in my personal experience that whenever my response to a situation is "you're not breaking the adventure this easily", I need to take a step back and analyze whether I'm taking a healthy approach to DMing).

I think if faced with the same situation as the DM, I'd split the difference. I would use the crush attack on the spirit; if I did enough damage to destroy the spirit, I'd move through it, and if I didn't do enough damage, I'd stop and try to go around next time I had a move action. That allows the spirit to maintain its presence as a conjured obstacle but still honor the rules exception that allows the spirit to be destroyed with damage (unlike a normal conjuration) and the siege tower's rules exception that allows it to move through enemies.

John du Bois
Living Forgotten Realms Writing Director, Netheril story area

Follow me on The Twitter: @JohnduBois
Follow my presence on The Intertubes: johncdubois.wordpress.com
Quick Reply
Cancel
12 months ago  ::  Jun 24, 2012 - 10:45AM #6
Mommy_was_an_Orc
Date Joined: Apr 25, 2002
Posts: 4,987

Jun 24, 2012 -- 10:32AM, JohnduBois wrote:

I think if faced with the same situation as the DM, I'd split the difference. I would use the crush attack on the spirit; if I did enough damage to destroy the spirit, I'd move through it, and if I didn't do enough damage, I'd stop and try to go around next time I had a move action. That allows the spirit to maintain its presence as a conjured obstacle but still honor the rules exception that allows the spirit to be destroyed with damage (unlike a normal conjuration) and the siege tower's rules exception that allows it to move through enemies.




That gets into a worse scenario than the actual one. 4 or 0 move is worse than 3 move.

Quick Reply
Cancel
12 months ago  ::  Jun 24, 2012 - 11:10AM #7
JohnduBois
Date Joined: May 29, 2004
Posts: 956

Jun 24, 2012 -- 10:45AM, Mommy_was_an_Orc wrote:

Jun 24, 2012 -- 10:32AM, JohnduBois wrote:

I think if faced with the same situation as the DM, I'd split the difference. I would use the crush attack on the spirit; if I did enough damage to destroy the spirit, I'd move through it, and if I didn't do enough damage, I'd stop and try to go around next time I had a move action. That allows the spirit to maintain its presence as a conjured obstacle but still honor the rules exception that allows the spirit to be destroyed with damage (unlike a normal conjuration) and the siege tower's rules exception that allows it to move through enemies.




That gets into a worse scenario than the actual one. 4 or 0 move is worse than 3 move.



Are you getting 3 move from the "move around" scenario?

Also, I think it depends on your definition of "worse". I think (from my general philosophy on DMing as a whole) that letting the dice determine which rules quirk (the spirit companion behaving like a creature in many ways but technically being a conjuration vs the siege tower being able to move through creatures) takes precedence is "better" solution that either denying a player a creative solution to the tactical problem or letting a minor action at-will power change the entire landscape of the combat.

But I also think that this is the kind of situation where DME is exceptionally important. You can, as. DM, either closely examine the rules to determine what the rules say "should happen" (and probably still come up with something arguable) or determine on the fly what makes sense and is the most fun for everyone involved. The posters in this thread - and those I know are DMs I would actively seek in as DMs at a convention and players I'd heavily consider playtest input from - have provided a number of possible ways to address the situation, all of which, as the adventure's writing director, I'd consider appropriate ways to handle the situation.

John du Bois
Living Forgotten Realms Writing Director, Netheril story area

Follow me on The Twitter: @JohnduBois
Follow my presence on The Intertubes: johncdubois.wordpress.com
Quick Reply
Cancel
12 months ago  ::  Jun 24, 2012 - 11:25AM #8
Mommy_was_an_Orc
Date Joined: Apr 25, 2002
Posts: 4,987

Jun 24, 2012 -- 11:10AM, JohnduBois wrote:

Jun 24, 2012 -- 10:45AM, Mommy_was_an_Orc wrote:

Jun 24, 2012 -- 10:32AM, JohnduBois wrote:

I think if faced with the same situation as the DM, I'd split the difference. I would use the crush attack on the spirit; if I did enough damage to destroy the spirit, I'd move through it, and if I didn't do enough damage, I'd stop and try to go around next time I had a move action. That allows the spirit to maintain its presence as a conjured obstacle but still honor the rules exception that allows the spirit to be destroyed with damage (unlike a normal conjuration) and the siege tower's rules exception that allows it to move through enemies.




That gets into a worse scenario than the actual one. 4 or 0 move is worse than 3 move.



Are you getting 3 move from the "move around" scenario?

Also, I think it depends on your definition of "worse". I think (from my general philosophy on DMing as a whole) that letting the dice determine which rules quirk (the spirit companion behaving like a creature in many ways but technically being a conjuration vs the siege tower being able to move through creatures) takes precedence is "better" solution that either denying a player a creative solution to the tactical problem or letting a minor action at-will power change the entire landscape of the combat.




Yes. The move left/right, then 3 is a better ruling imo than one where technically speaking, it requires something that can't actually happen on two counts to make it work(no attacking flying creatures and SCs, even ones on the ground, ought to be floating)

I think the DM expressed it incorrectly, but a class feature ought not to change the combat like that unless the point of the class feature is that nothing goes into its space.

Quick Reply
Cancel
12 months ago  ::  Jun 24, 2012 - 11:57AM #9
Keithric
  • Senior Volunteer Community Lead
Date Joined: Aug 19, 2007
Posts: 5,149
SCs definitely aren't flying.

I actually wish they were. They'd function a _lot_ better like animal companions or summons than in their nebulous sorta almost a conjuration space. 
Keith Richmond
Living Forgotten Realms Epic Writing Director
Quick Reply
Cancel
12 months ago  ::  Jun 24, 2012 - 12:02PM #10
Mommy_was_an_Orc
Date Joined: Apr 25, 2002
Posts: 4,987

Jun 24, 2012 -- 11:57AM, Keithric wrote:

SCs definitely aren't flying.




They're conjurations, so they can float in the air. But, that's part of the problem - do floating conjurations count as flying creatures when the creature is attacking a conjuration via a melee attack aimed at creatures? And if it needs to enter the space to attack, how does it attack in the first place.

Too much of a headache for me ruleswise -  I'd rather either just say it goes around it or treat the conjuration as a creature as I'd guess the rules would intend for a creature who can enter others' spaces.

Quick Reply
Cancel
Page 1 of 2  •  1 2 Next
Jump Menu:
 
Living Forgotten R.. Living Forgotten R.. NETH4-2: The Tripartite Tower - questions from...
    Viewing this thread :: 0 registered and 1 guest
    No registered users viewing