Post by Zyraen on Feb 13, 2020 14:09:23 GMT 8
Edit (26 Oct) : This is a long post. If you wish, you can just skip to General Principle near the bottom.
Forced movement includes pull, push, slide. If an attack deals no damage, it cannot inflict any forced movement. It does not include teleports.
A creature that is pushed must be moved further away from the pusher with each square of the forced movement. A creature that is pulled must be moved closer to the puller with each square of the forced movement. The squares of forced movement which are pushes or pulls yet cannot meet these requirements, are lost. For reference, imagine overlapping squares of 3x3 5x5 7x7 9x9 etc centred on the creature that is applying the forced movement, and pushes must move creatures from a smaller square to a bigger one, while pulls are opposite. Note slides have no directional requirement.
Forced movement does not cause the creature being forced to move to provoke OAs.
An instance of forced movement may include different components, eg push 2 and slide 1. In such a case, the one who applies the forced movement determines the order it is resolved, eg push2 then slide1, or vice versa. All pushes must be resolved together, as well as pulls and slides, ie if an ability lets you push3 and slide1, and a feat lets you slide1 extra, you must resolve either push3 then slide2, or slide2 then push3. You cannot resolve as slide1 then push3 then slide1 again.
Forced movement is subject to hard corners, especially pulls and pushes may often be negatively affected by these.
Forced movement ignores difficult terrain and other increased movement costs due to effects such as zones like Web.
Forced movement ignores the target's actual speed. So an immobilised creature can be subject to forced movement. Likewise, a creature being prone does not cause a push 2 imposed on it to become push 1.
Forced movement cannot permit a creature to enter a square or space it normally cannot enter/end its movement in, notably enemy squares (unless due to size differences). A creature can be forcibly moved through its allies' spaces. Spaces that force a creature to squeeze count as squares it cannot move through / end in.
If a creature that is subject to forced movement has a fly speed, climb speed or swim speed (when underwater), the forced movement can be 3dimensional and a single square of forced movement may be in more than 1 plane. As long as movement in 1 of the planes obey the requirements for being a push or a pull, it qualifies as such.
The creature inflicting the forced movement must have line of effect (but not necessarily line of sight) to the creature that is subject to the forced movement. If during the forced movement, this line of effect is lost, the forced movement immediately ends and any remaining squares of it are cancelled.
Feats and other effects such as from magic items apply only once to an instance of forced movement. Eg the controlling superior implement property adds 1 to forced movement, and if applied to a push2 slide1 ability, it increases either the push2 or slide1 by 1 square, ie push2 slide2 or push3 slide1, and does not increase both by 1 square, ie not push3 slide2.
Forced movements sometimes lead to targets having to make saving throws to avoid being sent over an edge or into a hazardous area. This saving throw is made only as the target is about to be sent over the edge, and only once for the instance of forced movement. The saving throw is not once per component. Eg if a creature is at top of a cliff's edge and hit with a push2 slide1 ability to send him over the edge, he only needs to make one saving throw to avoid going over (and not one save against the push and another against the slide). Terrain features such as ship railings or high barriers may add a significant bonus to such saving throws, such as +2 or +5, or even completely negate the chance of falling over the edge, eg a 5' high barrier.
Once the saving throw is passed, the creature falls prone and the rest of the forced movement ends. If a saving throw is failed, and the creature falls more than 1 square, the rest of the forced movement ends. Note that the target of the forced movement may choose not to make the saving throw and let himself fall over the edge/enter hazardous area.
For avoidance of doubt, damaging zones and effects created by PCs and NPCs are not deemed "hazardous area", which applies only if the terrain is naturally occurring. Eg. If a creature is sent over a cliff's edge it is allowed a saving throw, but not when it is slid into a web / wall of fire cast by a PC, nor into a damaging aura of an enemy. Note that if there is a permanent wall of fire (ie cant be removed by dispels and/or stopping a creature from sustaining it) or similar in an area, it is "hazardous area".
Creatures that are two or more size categories larger than the creature applying the forced movement (ie huge vs medium, gargantuan vs large) get a saving throw to ignore all the forced movement, if it wishes to do so. Passing this saving throw does not cause the creature to fall prone. This saving throw is in addition to another saving throw it would normally receive to resist being forcibly moved into a hazardous area.
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Forced teleports do not fall under forced movement, but due to ability and feats, a single ability may have both forced teleport and forced movement. This is treated as a single instance of forced movement/teleport. As per usual teleport rules, forced teleports require line of sight (but not line of effect) to the target creature and the target square.
If a feat or magic item etc increases the distance of forced teleport or forced movement, it only applies once per single instance of forced movement/teleport.
The creature who applies the forced movement/teleport decides the order to apply them, either forced teleport first or forced movement first. Note that the requirement for each must still be met at the point it is applied. Eg if you forced teleport an enemy through a wall of force, you lose line of effect to it and cannot apply the forced movement. Likewise, if you slide an enemy into darkness and can no longer see it, you cannot apply forced teleport.
If an instance of forced movement/teleport would permit the target to make a saving throw to avoid entering difficult terrain (and/or falling, such as teleported into mid-air), a single successful saving throw negates all the rest of the forced teleport/movement.
Note that unlike saving throws to resist forced movement, saving throws against forced teleports do not cause the target to fall prone on success.
Unlike forced movement, creatures that are at least two size categories larger than the creature imposing the forced teleport do not get a saving throw due to their size. However, if such a creature is subject to an instance of forced movement/teleport, and the forced movement is applied before the forced teleport, passing the save negates all of that instance of forced movement/teleport, and hence also the teleport portion.
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General Principle
When in doubt, a single hit by an attack results in no more than one benefit from each applicable feat/magic item/etc, and can impose no more than one saving throw before all the related forced movement/teleport is lost.
A single fall of more than 5 feet/1 square (ie due to failed saving throw) causes all the rest of the forced movement/teleport to be lost.
Resolve all forced teleports together (requiring line of sight), and all forced movement together (requiring line of effect), in either order.
When resolving forced movement, group up the pushes, pulls and slides, then resolve them in order of your choice.
When a forced movement results in a fall of more than 5 feet/1 square or entry into a hazard, the target gets to make a saving throw. If it passes, it falls prone, and all the forced movement/teleport is lost. If the forced teleport forces it into a hazard or a position where it would fall, and it passes the saving throw, it does not fall prone, and all the forced movement/teleport is lost.
A target two or more sizes larger than the one inflicting forced movement can make a saving throw to negate the forced movement completely. This save is in addition to that due to fall/hazard, but the target does not get this saving throw against the forced teleport component. If the target passes the saving throw, the target negates the entirety of the remaining forced movement/teleport that has yet to be applied at the time it makes its saving throw.
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Entangled creatures are immune to all forced movement (but not forced teleports). For reference, this used to be known as "restrained", but because grabbed creatures are not immune to forced movement, and many games indicate creatures grabbed by monsters are restrained, hence the use of entangled to avoid confusing being grabbed as being restrained.
For those unfamiliar, entangled causes the creature to be immobilised, unguarded, and take -2 to attack rolls, as well as becoming immune to forced movement.
Forced movement includes pull, push, slide. If an attack deals no damage, it cannot inflict any forced movement. It does not include teleports.
A creature that is pushed must be moved further away from the pusher with each square of the forced movement. A creature that is pulled must be moved closer to the puller with each square of the forced movement. The squares of forced movement which are pushes or pulls yet cannot meet these requirements, are lost. For reference, imagine overlapping squares of 3x3 5x5 7x7 9x9 etc centred on the creature that is applying the forced movement, and pushes must move creatures from a smaller square to a bigger one, while pulls are opposite. Note slides have no directional requirement.
Forced movement does not cause the creature being forced to move to provoke OAs.
An instance of forced movement may include different components, eg push 2 and slide 1. In such a case, the one who applies the forced movement determines the order it is resolved, eg push2 then slide1, or vice versa. All pushes must be resolved together, as well as pulls and slides, ie if an ability lets you push3 and slide1, and a feat lets you slide1 extra, you must resolve either push3 then slide2, or slide2 then push3. You cannot resolve as slide1 then push3 then slide1 again.
Forced movement is subject to hard corners, especially pulls and pushes may often be negatively affected by these.
Forced movement ignores difficult terrain and other increased movement costs due to effects such as zones like Web.
Forced movement ignores the target's actual speed. So an immobilised creature can be subject to forced movement. Likewise, a creature being prone does not cause a push 2 imposed on it to become push 1.
Forced movement cannot permit a creature to enter a square or space it normally cannot enter/end its movement in, notably enemy squares (unless due to size differences). A creature can be forcibly moved through its allies' spaces. Spaces that force a creature to squeeze count as squares it cannot move through / end in.
If a creature that is subject to forced movement has a fly speed, climb speed or swim speed (when underwater), the forced movement can be 3dimensional and a single square of forced movement may be in more than 1 plane. As long as movement in 1 of the planes obey the requirements for being a push or a pull, it qualifies as such.
The creature inflicting the forced movement must have line of effect (but not necessarily line of sight) to the creature that is subject to the forced movement. If during the forced movement, this line of effect is lost, the forced movement immediately ends and any remaining squares of it are cancelled.
Feats and other effects such as from magic items apply only once to an instance of forced movement. Eg the controlling superior implement property adds 1 to forced movement, and if applied to a push2 slide1 ability, it increases either the push2 or slide1 by 1 square, ie push2 slide2 or push3 slide1, and does not increase both by 1 square, ie not push3 slide2.
Forced movements sometimes lead to targets having to make saving throws to avoid being sent over an edge or into a hazardous area. This saving throw is made only as the target is about to be sent over the edge, and only once for the instance of forced movement. The saving throw is not once per component. Eg if a creature is at top of a cliff's edge and hit with a push2 slide1 ability to send him over the edge, he only needs to make one saving throw to avoid going over (and not one save against the push and another against the slide). Terrain features such as ship railings or high barriers may add a significant bonus to such saving throws, such as +2 or +5, or even completely negate the chance of falling over the edge, eg a 5' high barrier.
Once the saving throw is passed, the creature falls prone and the rest of the forced movement ends. If a saving throw is failed, and the creature falls more than 1 square, the rest of the forced movement ends. Note that the target of the forced movement may choose not to make the saving throw and let himself fall over the edge/enter hazardous area.
For avoidance of doubt, damaging zones and effects created by PCs and NPCs are not deemed "hazardous area", which applies only if the terrain is naturally occurring. Eg. If a creature is sent over a cliff's edge it is allowed a saving throw, but not when it is slid into a web / wall of fire cast by a PC, nor into a damaging aura of an enemy. Note that if there is a permanent wall of fire (ie cant be removed by dispels and/or stopping a creature from sustaining it) or similar in an area, it is "hazardous area".
Creatures that are two or more size categories larger than the creature applying the forced movement (ie huge vs medium, gargantuan vs large) get a saving throw to ignore all the forced movement, if it wishes to do so. Passing this saving throw does not cause the creature to fall prone. This saving throw is in addition to another saving throw it would normally receive to resist being forcibly moved into a hazardous area.
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Forced teleports do not fall under forced movement, but due to ability and feats, a single ability may have both forced teleport and forced movement. This is treated as a single instance of forced movement/teleport. As per usual teleport rules, forced teleports require line of sight (but not line of effect) to the target creature and the target square.
If a feat or magic item etc increases the distance of forced teleport or forced movement, it only applies once per single instance of forced movement/teleport.
The creature who applies the forced movement/teleport decides the order to apply them, either forced teleport first or forced movement first. Note that the requirement for each must still be met at the point it is applied. Eg if you forced teleport an enemy through a wall of force, you lose line of effect to it and cannot apply the forced movement. Likewise, if you slide an enemy into darkness and can no longer see it, you cannot apply forced teleport.
If an instance of forced movement/teleport would permit the target to make a saving throw to avoid entering difficult terrain (and/or falling, such as teleported into mid-air), a single successful saving throw negates all the rest of the forced teleport/movement.
Note that unlike saving throws to resist forced movement, saving throws against forced teleports do not cause the target to fall prone on success.
Unlike forced movement, creatures that are at least two size categories larger than the creature imposing the forced teleport do not get a saving throw due to their size. However, if such a creature is subject to an instance of forced movement/teleport, and the forced movement is applied before the forced teleport, passing the save negates all of that instance of forced movement/teleport, and hence also the teleport portion.
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General Principle
When in doubt, a single hit by an attack results in no more than one benefit from each applicable feat/magic item/etc, and can impose no more than one saving throw before all the related forced movement/teleport is lost.
A single fall of more than 5 feet/1 square (ie due to failed saving throw) causes all the rest of the forced movement/teleport to be lost.
Resolve all forced teleports together (requiring line of sight), and all forced movement together (requiring line of effect), in either order.
When resolving forced movement, group up the pushes, pulls and slides, then resolve them in order of your choice.
When a forced movement results in a fall of more than 5 feet/1 square or entry into a hazard, the target gets to make a saving throw. If it passes, it falls prone, and all the forced movement/teleport is lost. If the forced teleport forces it into a hazard or a position where it would fall, and it passes the saving throw, it does not fall prone, and all the forced movement/teleport is lost.
A target two or more sizes larger than the one inflicting forced movement can make a saving throw to negate the forced movement completely. This save is in addition to that due to fall/hazard, but the target does not get this saving throw against the forced teleport component. If the target passes the saving throw, the target negates the entirety of the remaining forced movement/teleport that has yet to be applied at the time it makes its saving throw.
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Entangled creatures are immune to all forced movement (but not forced teleports). For reference, this used to be known as "restrained", but because grabbed creatures are not immune to forced movement, and many games indicate creatures grabbed by monsters are restrained, hence the use of entangled to avoid confusing being grabbed as being restrained.
For those unfamiliar, entangled causes the creature to be immobilised, unguarded, and take -2 to attack rolls, as well as becoming immune to forced movement.