LL wrote:
> tussock wrote:
>> LL wrote:
>>
>>> Talking about Pathfinder here:
>>>
>>> "The whirlwind form does not provoke attacks of opportunity, ***even
>>> if the creature enters the space another creature occupies***. Another
>>> creature might be caught in the whirlwind if it touches ***or enters
>>> the whirlwind***, or if the whirlwind ***moves into or through the
>>> creature’s space***. A creature in whirlwind form cannot make its
>>> normal attacks and does not threaten the area around it."
>>>
>>> but what's with the following:
>>>
>>> "Moving Through a Square
>> <snips>
>>
>> Pfft. What the 3e rules are trying to do is say that moving into a
>> similar-size creature's space draws an AoO, and you have to either
>> tumble, overrun, or bullrush them to get through it (or grapple to stay
>> there in 3.0/3.5), and if you fail any of that then you bounce back and
>> stop (and maybe fall down).
>
> Air elementals aren't incorporeal and the RAW don't state explicitly
> that these rules for moving into other creatures space do not apply.
> Or I failed my skill check as a non-native reader.
> It seems to be the intent, I know that already.
The rules for whirlwind describe moving through an occupied space to
attack. It's in your original quote, three times. That is the rule you
are looking for.
If /I/ had written these things for pathfinder, they'd have swallow
whole and you'd be able to get yourself ejected and they'd make CMB/CMD
checks from an adjacent space that come with a bonus for being in
whirlwind form, gliding rather than flying. Using the rules. But they
didn't do that, they just pass through your space, pick you up, fly up
high, and drop you.
<snip>
>> So you can't move through an occupied square of a similar-size
>> creature *with normal movement*, but you can with all sorts of options
>> and rolls, including being a Whirlwind.
>
> Which is not well-defined (and not realistic, large obstacles can break
> up a whirlwind/dust devil or vortex).
More importantly, it's too good.
>> There's some sort of secret rule for making babushka dolls, 2:1
>> per size category difference IIRC. One @1 size smaller, Two @2 sizes,
>> Four @3 sizes, etc. Or that's just what I've been doing for years and
>> no one cares.
>
> Size does not matter for the number of creatures caught.
> The whirlwind's "lifting capacity" depends on creatures' volumes,
> which are undefined/not a part of the rules.
I think that's what they meant though. Pathfinder seems to have cut
all the rules around stacking critters, so when they got to Whirlwind
they had none left to reference and ....
NB: Whirlwind *does not* change your size category, it just changes
your height. A small elemental can only pick up familiars. Large and Huge
ones are still devastating though.
> A size-formula or weight/carrying capacity would at least be in the
> rules elsewhere.
There's encumbrance rules I suppose, flying critters are limited
to ... should be light encumbrance, maybe? That would limit the dropping
to Huge elementals, 7th level spells.
>>> Plus, no one says I can't grapple the friggin Whirlwind and then pin
>>> it?
>>
>> I imagine you can also grapple fire and water and swarms and all
>> sorts. Trip snakes, push ghosts, why not, it's only a game. /4e.
>
> I have no need for these red herrings, grumpy one. ;-)
> Fire and water elementals can be grappled, RAW.
> Although the fire elemental's burn might be a problem.
> Swarm:
> "Also, they cannot be tripped, grappled, or bull rushed, and they cannot
> grapple an opponent."
But you can overrun them, which knocks creatures prone without
tripping them, and reposition them, which moves creatures about without
bullrushing them. Rules demonstrating how no one understands inheritance.
> Snake:
> "Some creatures—such as oozes, creatures without legs, and flying
> creatures—cannot be tripped."
Overrun leaves them prone. Prone snakes have to take an action to
stand up, so they don't have to crawl. It's the rules. 8]
> Ghost:
> " Incorporeal creatures cannot make trip or grapple attacks, nor can
> they be tripped or grappled. In fact, they cannot take any physical
> action that would move or manipulate an opponent or its equipment, nor
> are they subject to such actions."
They really needed a "fluid" tag or something, for the bits of
incorporeal that a bunch of other creatures should have by virtue of not
being solid. There's sort of rules hidden in the gaseous form spell, but
nothing uses them.
> Let's talk about whirlwind, shall we?
It was a demonstration of how the rules don't usually work as
expected when you start looking too closely, because the designers don't
actually care. Monte Cook's thing in 2013 was "I don't want to write
games for assholes any more", by which he meant people who notice how his
rules don't fucking work. 8]
> This whirlwind crap reminds me of the olden ways, wishy-washy rules
> without clearly defined terms and horribly unbalanced.
>
> Small air elemental's whirlwind is DC 12, 10-20 ft.
> 20 ft. high is within 16' to 32 ft. which is the Huge (tall) category.
> So this CR 1 creature can lift one or more large creatures (volume?
> you have to do the math yourself).
The actual Large and Huge air elementals are still stupidly dangerous
without your free size change, but so is everything in the game that can
fly and carry away PCs. Dragons and Wyverns and so on have been dropping
PCs to their death for fourteen years now.
I can only assume the designer intent was to have elementals drop
folk at ground level, by virtue of encumbrance rules or something that
most people don't use (because they're terrible).
<snip>
> As a DM you can always choose to not exploit such abilities,
> but a player with wild shape or the spell elemental body can become a
> pain in the ass with this shit.
People have been summoning them for a long time to win encounters.
Mostly players end up agreeing not to do that, because it's bad for the
game, and the DM might do it back and then everyone would die.
Like scry-buff-teleport, or most 9th level spells. Certain things are
just far too powerful, and the designers aren't fussed about that at all.
--
tussock