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  1. #21
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    Quote Originally Posted by Aesop View Post
    Lets not apply the word "normal" if we are talking about walking through and adamantine door as though its not there
    Let's not apply the word normal if we're talking about walking through giant spider webs as if they're not there, or walking underwater as if it were open air, or moving around perfectly fine despite the 9000 lb rock monster squeezing me.

  2. #22
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    Quote Originally Posted by Angelus_dead View Post
    Let's not apply the word normal if we're talking about walking through giant spider webs as if they're not there, or walking underwater as if it were open air, or moving around perfectly fine despite the 9000 lb rock monster squeezing me.
    You were exagerating your point to prove something you didn't have to. Yes the spell could be broken if we didn't use basic common sense. Which I know you have. Saying it would allow action regardless of brain function is also a silly statement that is an obvious unintended application of the spell. The spell deals with Impeded Movement not ignoring death.

    Oh and there is still a measure of difference between walking through a wall (ie an obstacle) and moving through water effortlessly or escaping a grabble (ie an Impedment)

    just saying

    Aesop
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  3. #23
    Community Member redoubt's Avatar
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    Quote Originally Posted by Angelus_dead View Post
    Let's not apply the word normal if we're talking about walking through giant spider webs as if they're not there, or walking underwater as if it were open air, or moving around perfectly fine despite the 9000 lb rock monster squeezing me.
    FOM does not allow you to walk through spider webs. (Cast ones maybe, but that is a magic spell.)

    FOM does not allow you to have underwater action, that is, well, underwater action. I thought you knew that!

    FOM does not allow you to carry insane amounts of weight... high STR scores do.

    Please stop talking about that which is not in the game as reason to nerf FOM. If you don't like what it does, use that as you did in the OP. Unfortuanately, once your original premise was challenged you resorted to outlandish arguments. My wife accusing me of a similar thing. For example, I'll talk about buying a pair of ATVs so that buying only one starts to sound resonable, though we all know it is a poor and self serving argument.

  4. #24
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    Quote Originally Posted by redoubt View Post
    FOM does not allow you to walk through spider webs. (Cast ones maybe, but that is a magic spell.)
    THis one I could see an Arguement for


    FOM does not allow you to have underwater action, that is, well, underwater action. I thought you knew that!
    Um... It allows you to move and act without impedement while underwater though... see below


    FOM does not allow you to carry insane amounts of weight... high STR scores do.
    True... but it does allow you to avoid all Grapples

    Please stop talking about that which is not in the game as reason to nerf FOM. If you don't like what it does, use that as you did in the OP. Unfortuanately, once your original premise was challenged you resorted to outlandish arguments. My wife accusing me of a similar thing. For example, I'll talk about buying a pair of ATVs so that buying only one starts to sound resonable, though we all know it is a poor and self serving argument.
    Freedom of Movement
    Abjuration
    Level: Brd 4, Clr 4, Drd 4, Luck 4, Rgr 4
    Components: V, S, M, DF
    Casting Time: 1 standard action
    Range: Personal or touch
    Target: You or creature touched
    Duration: 10 min./level
    Saving Throw: Will negates (harmless)
    Spell Resistance: Yes (harmless)

    This spell enables you or a creature you touch to move and attack normally for the duration of the spell, even under the influence of magic that usually impedes movement, such as paralysis, solid fog, slow, and web. The subject automatically succeeds on any grapple check made to resist a grapple attempt, as well as on grapple checks or Escape Artist checks made to escape a grapple or a pin.

    The spell also allows the subject to move and attack normally while underwater, even with slashing weapons such as axes and swords or with bludgeoning weapons such as flails, hammers, and maces, provided that the weapon is wielded in the hand rather than hurled. The freedom of movement spell does not, however, allow water breathing.

    Material Component: A leather thong, bound around the arm or a similar appendage.
    Rule 1: Don't sweat the small stuff
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  5. #25

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    Quote Originally Posted by Ghoste View Post
    Spell: Freedom of Movement
    This spell enables an ally to move and attack normally for the duration of the spell, even under the influence of magic that normally impedes movement, such as paralysis, entanglement, or solid fog.
    To me, FoM does not protect you from non-magical things like trip, or grapple.
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  6. #26
    Community Member Turial's Avatar
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    Quote Originally Posted by Borror0 View Post
    To me, FoM does not protect you from non-magical things like trip, or grapple.
    Except it specifically says it protects you from grapple.

    From SRD: The subject automatically succeeds on any grapple check made to resist a grapple attempt, as well as on grapple checks or Escape Artist checks made to escape a grapple or a pin.
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  7. #27
    Founder Aesop's Avatar
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    Quote Originally Posted by Borror0 View Post
    To me, FoM does not protect you from non-magical things like trip, or grapple.
    It protects from forms of Impedment not from obstacles... obstacles like walls floors death big rocks.

    should probably protect from forms of entanglement underbrush restraint being held down
    Rule 1: Don't sweat the small stuff
    Rule 2: Its all small stuff
    Rule 3: People are stupid. You, me everyone... expect it
    more rules to come in a different sig

  8. #28
    Community Member redoubt's Avatar
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    Aesop, I was commenting on what it does in this game. Not paper. I don't have that info and as far as I can tell, most of the paper game does not translate directly anymore. (Not saying good or bad, just an observation.)

    From the compendium:

    This spell enables an ally to move and attack normally for the duration of the spell, even under the influence of magic that normally impedes movement, such as paralysis, entanglement, or solid fog.

  9. #29
    Founder Aesop's Avatar
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    Quote Originally Posted by redoubt View Post
    Aesop, I was commenting on what it does in this game. Not paper. I don't have that info and as far as I can tell, most of the paper game does not translate directly anymore. (Not saying good or bad, just an observation.)

    From the compendium:

    This spell enables an ally to move and attack normally for the duration of the spell, even under the influence of magic that normally impedes movement, such as paralysis, entanglement, or solid fog.
    Yeah I was posting the exact wording above so people could see it in total.

    Rule 1: Don't sweat the small stuff
    Rule 2: Its all small stuff
    Rule 3: People are stupid. You, me everyone... expect it
    more rules to come in a different sig

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