I’ve been thinking about this for a while now, since my first character was a grappler/shove specialist. A few times I was able to shove creature and there was room to do so no problem. After playing a few sessions and being subjected to monster features and spell effects, I realized that sometimes there’s not enough room to move full distances for being stopped by objects or creatures, and we mostly ignored this fact.
after consideration of the circumstances and existing rules, I submit the idea of using an altered form of the fall rules.
If a creature is forced to move, but it’s movement is cut short by a structure, treat the movement left over as fall damage.
this would only apply if the forced movement is not valid to trigger an opportunity attack. Teleportation would also not cause it, as it doesn’t seem to maintain momentum.
it would also round the feet down to increments of 10ft.
For example, a creature has their back to a wall but is suddenly struck by a Paladins weapon attack. The paladin had cast thunderous smite and the creature fails their saving throw to resist the push. Since there is no space between them and the wall, they crash against it, taking the 1d6 additional damage as they would from a fall.
an addition to this is when a creature is stopped by another creature with left over movement. Again, if there is 10+ feet left over, treat this the same as falling damage, with one exception. After the damage is rolled, halve it and then apply it to both creatures. rounding down when necessary.
for example, a wizard casts gust of wind and aims it down a corridor at some kobolds. The kobolds are single file, one behind another. Kobold A, in front, fails their save and is pushed back 15ft. Kobold B makes the save and is not moved. Kobold A gets thrown Into kobold B, with 15 ft left over. Fall damage calculates this as a 10ft increment, and a 1d6 is rolled, falling on a 3. The 3 damage is halved to 1.5, rounded down to 1, then applied to both kobolds. Same situation except the 1d6 rolls a 1. 1 is halved, rounded down to 0. Kobolds take no damage.
It makes things a bit more complicated, but it does make sense. My impression is that most DMs who care about physics would improv-rule stuff like this rather than make it a homebrew, but there's no reason why it should not be.
Forced movement damaging in increments of 1d6 damage per 10ft left untraveled. Damage is then split in half between the creature that was thrown and w/e stopped it. If a creature or object of low hitpoints was struck, the creature may keep going a bit further depending on the roll.
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I’ve been thinking about this for a while now, since my first character was a grappler/shove specialist. A few times I was able to shove creature and there was room to do so no problem. After playing a few sessions and being subjected to monster features and spell effects, I realized that sometimes there’s not enough room to move full distances for being stopped by objects or creatures, and we mostly ignored this fact.
after consideration of the circumstances and existing rules, I submit the idea of using an altered form of the fall rules.
If a creature is forced to move, but it’s movement is cut short by a structure, treat the movement left over as fall damage.
this would only apply if the forced movement is not valid to trigger an opportunity attack. Teleportation would also not cause it, as it doesn’t seem to maintain momentum.
it would also round the feet down to increments of 10ft.
For example, a creature has their back to a wall but is suddenly struck by a Paladins weapon attack. The paladin had cast thunderous smite and the creature fails their saving throw to resist the push. Since there is no space between them and the wall, they crash against it, taking the 1d6 additional damage as they would from a fall.
an addition to this is when a creature is stopped by another creature with left over movement. Again, if there is 10+ feet left over, treat this the same as falling damage, with one exception. After the damage is rolled, halve it and then apply it to both creatures. rounding down when necessary.
for example, a wizard casts gust of wind and aims it down a corridor at some kobolds. The kobolds are single file, one behind another. Kobold A, in front, fails their save and is pushed back 15ft. Kobold B makes the save and is not moved. Kobold A gets thrown Into kobold B, with 15 ft left over. Fall damage calculates this as a 10ft increment, and a 1d6 is rolled, falling on a 3. The 3 damage is halved to 1.5, rounded down to 1, then applied to both kobolds.
Same situation except the 1d6 rolls a 1. 1 is halved, rounded down to 0. Kobolds take no damage.
what do you guys think?
It makes things a bit more complicated, but it does make sense. My impression is that most DMs who care about physics would improv-rule stuff like this rather than make it a homebrew, but there's no reason why it should not be.
Forced movement damaging in increments of 1d6 damage per 10ft left untraveled. Damage is then split in half between the creature that was thrown and w/e stopped it. If a creature or object of low hitpoints was struck, the creature may keep going a bit further depending on the roll.