| Post/Author/DateTime | Post |
|---|---|
| #1maninthehatAug 28, 2010 16:45:22 | Quick question; does the spell Knock 'open' force fields? |
| #2kronos182Aug 28, 2010 17:06:18 | Personally, I'd say more of a wall/barricade. Technically they don't move, unless the emitter moves, so they're unmovable, unopenable "solid" objects of energy/force/whatever they're made from. Maybe a spell that disrupts energy, don't know if one exists or not in d20 modern/future/arcana, would work to disable the force field. |
| #3maninthehatAug 28, 2010 17:24:21 | Thats what I houseruled. They are barricades/walls NOT doors. But I did agree that I would look into it for future sessions for the player. Which is why I decided to poll the general opinion of players and gm's alike. So more or less, the ruling stands. They are walls; because much like a light bridge or a personal force field you can't just cast knock to drop all your enemies into a chasam or disable an enemy's shield system. |
| #4kronos182Aug 28, 2010 18:05:13 | The only problem with magic is it bends all laws of physics.. so it basically comes down to wording. If it acts like a wall or barricade, knock doesn't work.. but if it opens, it's a door or portal. If you've got players who want spells to disrupt force fields and energy shields, they can research it. Actually.. I think the shout spell might work with some modifications.. I'll have to check.. there's got to be at least one spell that can also affect force effects like wall of force, which could work against force fields. *Shrugs* |
| #5TheRealOrionAug 28, 2010 19:23:37 | Yeah, "logic" is not going to get you very far when it comes to spells, nor is pseudo-science. Spells work based on wording and the parameters of the d20 system. If something functions as a door, something that can be closed, opened, and locked or unlocked, then Knock should do the trick. That doesn't mean that it applies to all force-fields; it means it applies to all lockable doors. The criteria is categorical, not physical. |
| #6MechaPilotAug 28, 2010 19:29:03 | I would rule that it doesn't work. A force-field (IMO) is a man-man wall. Unless the spell allows you to open a hole in a cinderblock/steel wall (perhaps a version of Passwall), I would rule that it doesn't work. |
| #7Master_VegaAug 29, 2010 11:25:43 | I agree with everyone who says it shouldn't work. That being said, I also think that the PC should have had knowledge of such since he's intently studied the spells he's casting. He may want to make Electromagnetic Pulse or Heywire the next subject of his studies if he wants to deal with forcefields. |
| #8bone_nagaAug 30, 2010 13:51:36 | I would rule that it doesn't work. A force-field (IMO) is a man-man wall. Unless the spell allows you to open a hole in a cinderblock/steel wall (perhaps a version of Passwall), I would rule that it doesn't work. I disagree. A force field is not something (except in the most extreme sci-fi settings with near infinite power sources where energy use is a non-issue) that is a permanent fixture like a wall. It is something designed to be activated and deactivated, much like a door can be locked or unlocked. So while a knock spell would not put a hole in the field, I think it would deactivate it. |
| #9TheRealOrionAug 30, 2010 14:04:23 | I disagree. A force field is not something (except in the most extreme sci-fi settings with near infinite power sources where energy use is a non-issue) that is a permanent fixture like a wall. It is something designed to be activated and deactivated, much like a door can be locked or unlocked. So while a knock spell would not put a hole in the field, I think it would deactivate it. Yeah, that's pretty convincing. Anything that can be "opened" or "unlocked" is fair game for a Knock spell. You get into trouble if someone tries to use Knock on a planetary defence shield or something, but GMs should be able to handle that kind of thing on a case-by-case. It does put me in mind, though, of a whole different kind of "magic," call it "Physiomancy," that actually does obey the laws of physics. Think how differently you'd have to write the spells? And how powerful they'd be to someone who really knows how to manipulate them? Ignition could be extraordinarily powerful if you use it in just the right (or wrong!) circumstances. That's a topic for a different thread, though. |
| #10FallensbaneSep 02, 2010 17:21:08 | Overall I would say treat a forcefield like a wall of force for bypassing via spells. Knock does not work on a wall of force so I would not let it work on a forcefield personally. Though bone_naga does make an interesting case as well. But overall I would rule against knock bypassing a force field. |
| #11backstabbistSep 02, 2010 21:38:28 | Regarding the idea that a Force field is unlike a fixed wall, in that the field can be activated and deactivated, making it door-like: A barred gate is also unlike a fixed wall, in that the the barred gate can be raised and lowered, making IT door-like. www.12tomidnight.com/d20modernsrd/FXSpel... |
| #12TheRealOrionSep 02, 2010 22:10:03 | A Wall of Force resists certain effects because it's a higher-level spell. Just because they both have "force" in their name doesn't mean they should function the same way. Again, I fall back on the "door vs. wall" test. If the forcefield in questions functions like a door, the Knock should work. If it functions like a wall, then it shouldn't. That's as precise as spell descriptions get, I'm afraid. |
| #13backstabbistSep 03, 2010 8:22:08 | but does a Force Field work as a wall, or a Raise/Lower Barred Gate? The Modern knock text (pasted above from msrd 12tomidnight) says No to knocking the barred impedement that can be raised. Even the command verb for sheilds/forcefields is "raise" and "lower" the sheilds, not Close Shields / Open Shields. |
| #14maninthehatSep 03, 2010 23:38:54 | That brings to mind a few questions regarding knock. Firstly why doesn't it open barred gates? least raise them. Is it because the cultural distinction between gate and door; if so then would it open the 'gate' to a garden, which is more a victorian era inspired door built into a wall that leads from one yard to the next? its considered a gate, but it has all the look and functions of a door. Or is it, since the spell specifically lists raising gates, that it doesn't work on objects that open vertically as opposed to horizantly or in a swinging manner; if so would knock open a gate to a white picket fence in the same manner as the door to your house? And if the distinction is caused by the to the letter raise/lower spectrum, then would the spell fail to open sealed blast-doors since they open and close in the manner of our barred gate? And they are't a standard door being that they are directly designed to bar access to a specific door located behind it. So is the distinction really based on perception of what a door/wall/gate really are; or is based on the manner of which the object opens, closes or doesn't based on its exact nature? If its based on perception, then whose? If its society as a general concept then names of objects are highly relevent and determine the exact means in which the spell functions. If its based on the casters, then the spell becomes wildly out of control. Look at Red Mage from 8-Bit Theatre. He used pseudo-logic to justify the skill open lock to be used for the skills 'bluff, sleight of hand, sense motive' and the like. So how is a door actually determined? What qualities does a door have that defines it as such? In essence what difreniates our friend the door from a wall, and the raise/lowering barred gate? So what is the essential diffrence between what the spell effects and doesn't? When does a door stop being a door and thus stops being affected. And what are shields...? |
| #15TheRealOrionSep 04, 2010 2:00:53 | You're looking at this all wrong. Don't think of it in literal terms, logical terms. It isn't a logical problem. The distinction exists purely for game purposes. It "unlocks doors." That's what Knock is designed to do, and nothing more. The GM has to decide what constitutes a "door" to unlock. Trying to make it rationally consistent will only drive you crazy. |
| #16maninthehatSep 04, 2010 2:39:50 | You're looking at this all wrong. Don't think of it in literal terms, logical terms. It isn't a logical problem. Oh that long winded response above? Posted purely for the sake of discussion and intellectual pursuit. Nothing more. |
| #17TheRealOrionSep 04, 2010 21:27:49 | Ah, I see your point. My explanation still stands, though. Is it like a door in very literal terms and not some tortured logic that the player worked to think of in order to convince the GM? If not, then bugger off. Done. Oh, the other thing to throw in people's faces in that moment is to inform them that the burden of proof is on the player and not the GM. The GM's word is presumed to be official unless someone convinces the GM, respectfully, without cajoling or whining, that the GM should change his or her mind. The "don't be a whiney little prick" rule covers a lot of bases. |
| #18maninthehatSep 05, 2010 14:08:17 | Though the issue with the burden of proof isn't because I'd ever let him open a light bridge; its that that one player would lock the game up for thirty minutes to an hour trying to explain all the points in his logic. |
| #19bone_nagaSep 05, 2010 14:33:04 | Well it shouldn't raise a barred gate, it's not a levitation spell. But if there were a lock that prevented the gate from being lifted manually, shouldn't it unlock it while leaving the gate lowered? After all (granted it's been a while since I had my older books, but this is from what I recall), it doesn't open the door for you either, just unlocks it, right? Although I think it would not be unreasonable to rule that the control panel/field projector/whatever has to be within range of the spell for it to function, not just the field itself. |
| #20maninthehatSep 05, 2010 15:48:13 | As for the spell knock working on the emitter, I can envision the look on someones face when the control panel on the device pops open, not disabling the field; just opening its control panel. And in regards to the spell not opening a door; its description simply says that the door opens. At least in all its terms for the spell it uses open. It never states specifically if the door opens, and each instance of knock disables two means of preventing passage per door. on that logic I am inclined to believe that the door itself doesn't open. On the other end they use the terms open to describe what the door does, and they go as far as to use the term tunlock instead of closes. So whats popular opinion? Does it just unlock the door, or does it cause it to open as well? |
| #21backstabbistSep 05, 2010 23:59:42 | Knock Spel Text (msrd) it not just unlocks the door, it forcibly moves STUCK doors ... AND UnWELDS!! ![]() (remember the Strength check to open stuck doors in oldschool D&D? ) When in a submarine, you oughtta be carfeul when Knocking a welded hatch open, lest ye open a welded section of hull plate as well |
| #22bone_nagaSep 06, 2010 1:08:33 | Wow. I was not aware of this. Does anyone know if that is unique to the d20 Modern version of the spell? Admittedly I was never very familiar with Urban Arcana. I read through it briefly but was more interested in the magic system from MCWoD and d20 Cthulhu so I was basing it mostly off my memories of 3e D&D, which I just sort of assumed would be the same. Of course maybe it is the same and I'm just ate up. |
| #23TheRealOrionSep 06, 2010 21:57:57 |
Sure, but there's giving him his due and then there's wasting everyone's time. I try to just make a call in-game and move on, and then outside of game time, you can all read the text and have a conversation about it over email. I've had players get resentful when it's (in their minds) a game-changing rule call, and they seem to enjoy the "victory" of convincing me more than actually playing the game, but if someone foists a supposedly brilliant way to use a spell in-game and at the last minute instead of checking with you first, then they have to take what they can get. Sometimes I suspect that players do that in order to put you in that very position; if you rule against them, everybody hates you, so why would you do that? If it's all kosher, they should check with you beforehand. If they think they're playing against the GM, then they've got bigger problems than trying to "unlock" a forcefield. html_removed So whats popular opinion? Does it just unlock the door, or does it cause it to open as well? My sense is that it makes the lock mechanism itself pop so that you could open the door, and in the case of a mundane door, you could describe the door also swinging open, just for the sake of narrating in full colour, but that's not something that it suddenly "does" because of the rules. That's just a descriptive flourish. That said, if you were to allow Knock to affect a force-field, then unlocking it and opening it would be the same thing. |