RAW, not much. It depends on what's doing the pushing. In general, if you force movement in a direction and there is no where else it can go, it stops, and not much else happens. For example, Thunderwave pushes things "away from you". There may be some flexibility based on grids of where "away from you" is, but if there is a physical barrier of any sort in a grid square in the way and no other place reasonably counts as "away from you", then it'll just stop RAW.
If a DM thinks that, narratively, something more "cinematic" should occur, it's up to them.
Personally, I might do a dex save for guy B to dodge, or a str save for guy B to catch guy A, and a d10 of damage on a failure for both of them. Or just have both creatures be moved the remaining distance, depends on the situation.
But wiuld just be my reward for creative players, it is not a RAW ruling.
RAW, not much. It depends on what's doing the pushing. In general, if you force movement in a direction and there is no where else it can go, it stops, and not much else happens. For example, Thunderwave pushes things "away from you". There may be some flexibility based on grids of where "away from you" is, but if there is a physical barrier of any sort in a grid square in the way and no other place reasonably counts as "away from you", then it'll just stop RAW.
If a DM thinks that, narratively, something more "cinematic" should occur, it's up to them.
So someone getting pushed into a wall doesn't take the equivalent in falling damage?
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Blood Frenzy. The quipper has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage.
RAW, not much. It depends on what's doing the pushing. In general, if you force movement in a direction and there is no where else it can go, it stops, and not much else happens. For example, Thunderwave pushes things "away from you". There may be some flexibility based on grids of where "away from you" is, but if there is a physical barrier of any sort in a grid square in the way and no other place reasonably counts as "away from you", then it'll just stop RAW.
If a DM thinks that, narratively, something more "cinematic" should occur, it's up to them.
So someone getting pushed into a wall doesn't take the equivalent in falling damage?
It's usually DM discretion.
in my TT campaign, My Conquest paladin was grappled with some fighter NPC. and wanted to strength check throw him through a boarded up window (think indiana jones and the last crusade "no ticket" scene). and the strength check to try and do that I rolled a nat 20. he awarded 6d6 damage for throwing the guy through the boarded up window. when realistically. at most, moving 10 feet, throwing the guy through a window, and the guy falling 5 feet out the window would have been... way less at most damage if falling RAW.
You take what you get from the DM on your creativity in terms of damage, or guy B is knocked prone, or whatever happens.
So someone getting pushed into a wall doesn't take the equivalent in falling damage?
I had a big monster throw a player one time and I guess it's kind of similar to this. Since it's the Rules and Game Mechanics forum, I'll agree with the others when they say RAW does not specify anything. What I did in this situation was to knock the character prone and deal a single point of damage, which also causes a CON check for any concentration spells. More of an annoyance and a chance to move a player across the battlefield than a damage-dealing battle tactic. It served my purposes.
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"Not all those who wander are lost"
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So what happens if some pushes a Guy A back - say 15 feet - and Guy A gets pushed into Guy B after 5 or 10 feet?
Does anything happen to Guy B? Saving throw? Push?
Or does Guy A just... stop?
Blood Frenzy. The quipper has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage.
RAW, not much. It depends on what's doing the pushing. In general, if you force movement in a direction and there is no where else it can go, it stops, and not much else happens. For example, Thunderwave pushes things "away from you". There may be some flexibility based on grids of where "away from you" is, but if there is a physical barrier of any sort in a grid square in the way and no other place reasonably counts as "away from you", then it'll just stop RAW.
If a DM thinks that, narratively, something more "cinematic" should occur, it's up to them.
Personally, I might do a dex save for guy B to dodge, or a str save for guy B to catch guy A, and a d10 of damage on a failure for both of them. Or just have both creatures be moved the remaining distance, depends on the situation.
But wiuld just be my reward for creative players, it is not a RAW ruling.
So someone getting pushed into a wall doesn't take the equivalent in falling damage?
Blood Frenzy. The quipper has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage.
It's usually DM discretion.
in my TT campaign, My Conquest paladin was grappled with some fighter NPC. and wanted to strength check throw him through a boarded up window (think indiana jones and the last crusade "no ticket" scene). and the strength check to try and do that I rolled a nat 20. he awarded 6d6 damage for throwing the guy through the boarded up window. when realistically. at most, moving 10 feet, throwing the guy through a window, and the guy falling 5 feet out the window would have been... way less at most damage if falling RAW.
You take what you get from the DM on your creativity in terms of damage, or guy B is knocked prone, or whatever happens.
Blank
I had a big monster throw a player one time and I guess it's kind of similar to this. Since it's the Rules and Game Mechanics forum, I'll agree with the others when they say RAW does not specify anything. What I did in this situation was to knock the character prone and deal a single point of damage, which also causes a CON check for any concentration spells. More of an annoyance and a chance to move a player across the battlefield than a damage-dealing battle tactic. It served my purposes.
"Not all those who wander are lost"