I'd allow a player to use their teleport power to get out of a fall - if they're falling far enough that they're still falling when their turn comes around, odds are your options are to either let them teleport or pull out a pile of d10s, rolling fall damage and asking them to build a new character.
Though I'd also make sure that the players don't abuse that by jumping off a 2000ft cliff and then fey-stepping just before they hit the ground. Once you hit terminal velocity, you're blind.
Actually... scratch that - I'd only allow it to reduce falling damage by the distance teleported. If I've put in a 100ft drop and the player falls off it, odds are they've done something stupid and they probably deserve whatever damage is coming their way.
HachfaceNot the Minister Farrakhan you're thinking ofDammit, Shepard!Registered Userregular
edited March 2010
How far can you fall during a turn?
Does every character have a "hidden" movement mode (falling)?
Edit: Given how much distance you would need to fall for your turn to expire, I have to wonder if there are even any printed teleportation powers that have anywhere near the necessary range to help you.
Dungeon 175 has some interesting text on this falling scenario:
Here’s one last option for DMs with a real flair
for the dramatic. The standard rule for falling is that
a character hits bottom immediately. That’s fine for
typical falls, but this plunge is an eighth of a mile! A
D&D combat round is 6 seconds long, and a body
falls just 576 feet in 6 seconds (but it takes less than
half a second to travel those last 74 feet . . .). That
means a falling character won’t technically hit the
ground until the same initiative point for Tiamat
comes around again on the following turn. The character
has one full turn to try to save himself by, say,
activating Bahamut’s golden canary to transform into a
gold dragon beneath him or, if the dragon is already
summoned, to command it to swoop down and catch
him. Alternatively, another hero who can fly could
dive off the platform and overtake the falling character
in grand cinematic style, catching him and
arresting his plunge just feet above the floor. Neither
of these things is especially realistic or even truly
within the rules, but they’re creative solutions that
ought to be rewarded and they’re tremendously dramatic.
No one will ever forget this battle if it involves
such a heroic rescue, and that’s the real goal!
Yea--it seems highly illogical to assume that Fey Step eliminates your velocity. If the PC has a move action available immediately after being shoved off the cliff (Avenger with Escape) then sure, that works. But otherwise, no way can you fall 100 feet and then suddenly teleport and be like "Hey not injured". For flavor/PC survival, I'd let any PC with teleport negate that much of the fall, I think, if they fell over 100 feet. Why not?
Just to follow up - while the "standard rule" may say you hit ground immediately, I think I would let a PC activate a Teleport if it is still their turn and they have the move action available, or if they have an IR that specifically mentions this scenario.
Dungeons and Dragons is a tragic and tangled subject. It is essentially a feeding program for occultism and witchcraft. For Christians, the first scriptural problem is the fact that Dungeons and Dragons violates the commandment of I Ths. 5:22 "Abstain from all appearance of evil." Much of the trappings, art, figurines, and writing within D&D certainly appears evil-to say the least of it.
On top of that, the second issue is that the materials themselves, in many cases, contain authentic magical rituals. I can tell you this from my own experience. I was a witch high priest (Alexandrian tradition) during the period 1973-84. During some of that period (1976-80) I was also involved in hardcore Satanism. We studied and practiced and trained more than 175 people in the Craft. Our "covendom" was in Milwaukee, Wisconsin; just a short drive away from the world headquarters of TSR, the company which makes Dungeons and Dragons in Lake Geneva, WI. In the late 1970's, a couple of the game writers actually came to my wife and I as prominent "sorcerers" in the community. They wanted to make certain the rituals were authentic. For the most part, they are.
Daniel sat in a Kansas jail cell after a crime spree that left four dead and four others wounded. When a reporter visited his cell and asked about his motives for the killings, he replied:
"Have you ever heard of Dungeons and Dragons? That had a lot to do with it." He added, "It's not just a board game, it's a lot deeper than a board game."2
The youth also said he had five friends who were "locked up for the same thing right now (because of the game)."
A retired police officer who lectures police groups on the occult said D & D is:
"...supposed to be a board game, but kids play it for life and death on the street."
Where is this happening and where can I get in on it?
How is this magic seen in the game? Well, in a guide written by the original author of the game, Gary Gygax, we read:
Magic users draw upon arcane powers in order to exercise their profession … He or she must memorize and prepare for the use of each spell, and its casting makes it necessary to reabsorb the incantation by consulting the proper book of spells … those of magic-users must be spoken or read aloud.10
This is excellent advice for budding necromancers.
Yeah man, Chick's been at it since the 70s. He's the Jack Thompson of DnD, all getting up in DnD'ers business. He even had some input on that terrible Tom Hanks DnD movie twenty years ago, IIRC.
And if you haven't heard of that monstrosity...
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Yeah man, Chick's been at it since the 70s. He's the Jack Thompson of DnD, all getting up in DnD'ers business. He even had some input on that terrible Tom Hanks DnD movie twenty years ago, IIRC.
Yeah man, Chick's been at it since the 70s. He's the Jack Thompson of DnD, all getting up in DnD'ers business. He even had some input on that terrible Tom Hanks DnD movie twenty years ago, IIRC.
Rona Jaffe published Mazes and Monsters in 1981, a thinly disguised fictionalization of the press exaggerations of the Egbert case. In an era when very few people understood role-playing games it seemed plausible to the public that a player might experience a psychotic episode and lose touch with reality during role-playing. The book saw adaptation into a made-for-television movie in 1982 starring Tom Hanks, and the publicity surrounding both the novel and film version served to heighten the public's unease regarding role-playing games.
So I'm a bit lost on what DnDINsider is meant to represent in terms of playable races. I'm being told that, now that Minotaur are in the PHB3, Minotaur are now a playable race. What does that make the Insider entry, then?
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HachfaceNot the Minister Farrakhan you're thinking ofDammit, Shepard!Registered Userregular
So I'm a bit lost on what DnDINsider is meant to represent in terms of playable races. I'm being told that, now that Minotaur are in the PHB3, Minotaur are now a playable race. What does that make the Insider entry, then?
Stuff shows up in DDI before it gets published in a book sometimes. Think nothing of it.
I think DDI follows the CB update schedule, once a month. So, I'd expect the Minotaur to show up almost 30 days after the book is available for sale as a final product.
Edit: Beat, and contradicted. I haven't looked at the DDI entry, actually yet. I just assumed you were wondering why it wasn't a playable race in DDI.
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KayWhat we need...Is a little bit of PANIC.Registered Userregular
edited March 2010
So, I'm playing a Warlord MCed into Warlock, and my initial idea for my Paragon Path would be Paragon Multiclassing, but it seems that my GM is trying to dissuade me. He's pointing out that I'll miss out on three potentially awesome Class Features that all Paragon Paths get, but PMCing misses out on.
There's no ruling anywhere that if you Paragon Multiclass, you gain Class Features from your multiclass, is there? I'm trying to make a decision between taking 3 Warlock powers as I level through Paragon Tier, or taking the Evermeet Warlock PP, mainly because all the teleportation stuff is awesome and really fits the character concept. (Most of the Warlock powers I've taken via MCing so far have been teleportation related.)
Paragon Multiclassing sucks because you don't get a Paragon Path's level 11 and/or 12 and 16th level features. That's what your DM was talking about, not Class Features. And yeah, unless you absolutely positively need to PMC for something, you'll probably be much happier taking an actual Paragon Path.
KayWhat we need...Is a little bit of PANIC.Registered Userregular
edited March 2010
Yeah, I was talking about the Paragon Path features - so PMC is decidedly substandard, right.
See, if I went PMC, I'd end up with:
Close Burst 1 Immobilise with subsequent teleport. (Encounter)
3 Square Teleport with Defense bonuses. (Encounter)
1 square Teleport. (At Will)
Coupled with Eladrin Armor (bonus teleport range) and my Cloak of Translocation (+2 AC/Reflex after teleportation), that'd all be pretty neat and flavorful as the guy that teleports constantly through melee with his reach weapon and tactical awareness bonuses.
On the other hand, if I take Evermeet Warlock PP, I miss out on the encounter 3 square teleport, and instead gain nifty PP features, like appearing to be invisible to any enemy I am adjacent to when I initiate a teleport, and suchlike. I guess I'll have to miss out on the longer range teleport, and the exact Warlock powers I was wanting, and go with the set PP powers and sliiightly less flexibility while gaining the ability to wink in and out of existence in the middle of combat and really screwing with the enemies.
Plus, invisible Leaders mean there's always a source of buff/heal for the party, as we've found that if I'm the one that goes down, the fight becomes that much HARDER.
The only time Paragon Multiclassing seems like a good idea to me is when you're trying to leverage a class feature of one class (say, Combat Challenge) against a group of powers from another class that make it very good (say, anything with lots of bursts and blasts).
If you're just looking for a blending of two classes, you're probably better off just using the powerswaps and taking the Paragon Path that makes sense.
They tried to bury us. They didn't know that we were seeds.2018 Midterms. Get your shit together.
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Mr_Rose83 Blue Ridge Protects the HolyRegistered Userregular
edited March 2010
Basically, they need to make Paragon Multiclassing (and the hybrid version too) it's own PP with a selection of modified Class Features that you can take instead of Path Features at the appropriate levels.
How far can you fall during a turn?
Does every character have a "hidden" movement mode (falling)?
Edit: Given how much distance you would need to fall for your turn to expire, I have to wonder if there are even any printed teleportation powers that have anywhere near the necessary range to help you.
Wellllllll, since every turn is supposed to approximate 6 seconds and ignoring air resistance, then the distance you'd have to fall for your turn to expire is (1/2)(9.8 m/s^2)(6s)^2 = 176.4 m or 578.74 feet or 115.74 squares, which would result in 58d10 (average 319) damage.
Of course, this is assuming you're near the surface of a planet with the same gravitational constant as (the surface of) Earth.
More or less the only good thing about Paragon Multiclassing is that you get to swap one at-will with one of the class you're MC'ing into. Other than that, you are always 100% of the time better off taking the Multiclass feat and going into one of the Paragon Paths of that class.
In Zed's example, a Fighter who multi's Invoker may be tempted to PMC in order to get his hands on Grasping Shards or Hand of Radiance At-Will, but he's probably better off with an Invoker Paragon Path (like, say, Angelic Aspect, which is really, really, really good for Fighters with a high Wisdom).
More or less the only good thing about Paragon Multiclassing is that you get to swap one at-will with one of the class you're MC'ing into. Other than that, you are always 100% of the time better off taking the Multiclass feat and going into one of the Paragon Paths of that class.
In Zed's example, a Fighter who multi's Invoker may be tempted to PMC in order to get his hands on Grasping Shards or Hand of Radiance At-Will, but he's probably better off with an Invoker Paragon Path (like, say, Angelic Aspect, which is really, really, really good for Fighters with a high Wisdom).
Visions of Blood is actually much more useful for a Fighter. 3x3 multimark that doesn't provoke OAs.
If teleporting maintains velocity, why not just teleport facing up so that your momentum has to work against your new down. if you get what i'm saying.
Yea--it seems highly illogical to assume that Fey Step eliminates your velocity. If the PC has a move action available immediately after being shoved off the cliff (Avenger with Escape) then sure, that works. But otherwise, no way can you fall 100 feet and then suddenly teleport and be like "Hey not injured". For flavor/PC survival, I'd let any PC with teleport negate that much of the fall, I think, if they fell over 100 feet. Why not?
Well, here's the thing I don't think any of you are factoring into your falling factors: why does the momentum *after* the teleport have to take you straight down? I think it's impossible to factor in the physics of something that doesn't exist, so why can't we say you teleport and transfer the momentum of the fall into a straight perpendicular line with the horizontal surface on which you want to land? You'd still take SOME fall damage, but it would certainly be a lot less than it would normally. Not to mention, it would make any fall greater than n feet have the same impact damage, since once you hit terminal velocity, your deceleration rate going straight up would be the same in every scenario.
If teleporting maintains velocity, why not just teleport facing up so that your momentum has to work against your new down. if you get what i'm saying.
but that doesn't even make sense
I mean, right, teleporting doesn't exist--but the premise I always use is, if you want something that doesn't exist to contradict physical laws, provide a reasoning for it that makes sense logically.
By default, with this premise, one assumes that teleporting leaves you with the same velocity, because there is nothing to suggest that it does not.
Why would you go the other way with your velocity? I guess if the teleport power allowed you to spin upside down, that would be a reasonable proposition, but I doubt it: teleport is instantaneous. You are not actually moving 3 squares if you "teleport(3)", you are simply disappearing and then reappearing.
There is nothing that suggests you go somewhere, freeze your velocity, get to turn upside down, and then come back, momentum and all.
Edit:
Like with anything, you have to have some common baseline. In this case, the assumptions are:
-Teleportation is instantaneous
- Teleportation defers momentum
If you have different assumptions, then of course, teleport can do whatever you want. I think you have to make a reasonable logical case for it though, or it becomes extraordinarily silly, because I could say "I teleport, and now I'm a dragon." "WHAT? that's not in the power description." "Neither is that you can turn upside down. It seems as likely, because we are discussing a not-real-world thing, that I could turn into a dragon."
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Mr_Rose83 Blue Ridge Protects the HolyRegistered Userregular
edited March 2010
Yeah, momentum doesn't give a flying fuck about orientation, or every orbital manoeuvre ever never happened and all of space is a hoax. As are shopping carts.
You guys are making me really want to play a character that teleports via travel through some other plane that has an absurd velocity relative to the prime material. Going in is me being sucked through the portal due to some form of aether drag, travel is along the direction of movement relative to the prime plane and coming back involves me being thrown out at high speed having gained obscene amounts of momentum in the meantime.
They tried to bury us. They didn't know that we were seeds.2018 Midterms. Get your shit together.
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tzeentchlingDoctor of RocksOaklandRegistered Userregular
edited March 2010
On the other hand, it might be potentially valuable, if you can make multiple short teleport steps or one very large one, to teleport yourself downward. In doing so, you step around the gravitational acceleration you would have gained by falling those however many feet, negating potential energy and thus damage from when you hit the ground.
ok, what im assuming is that your state when you teleport is maintained. thus, if you have lets say for round numberedness 1000lbs of force pushing at your back while facing down, if you teleport facing up you now have that 1000lbs of force sending you up, but it is being worked against by gravity.
have any of you played portal? what im talking about is jumping in one portal and comming out one that is on the ground. the momentum is maintained, but the direction of gravity relative to you changes.
Yea--it seems highly illogical to assume that Fey Step eliminates your velocity. If the PC has a move action available immediately after being shoved off the cliff (Avenger with Escape) then sure, that works. But otherwise, no way can you fall 100 feet and then suddenly teleport and be like "Hey not injured". For flavor/PC survival, I'd let any PC with teleport negate that much of the fall, I think, if they fell over 100 feet. Why not?
Well, here's the thing I don't think any of you are factoring into your falling factors: why does the momentum *after* the teleport have to take you straight down? I think it's impossible to factor in the physics of something that doesn't exist, so why can't we say you teleport and transfer the momentum of the fall into a straight perpendicular line with the horizontal surface on which you want to land? You'd still take SOME fall damage, but it would certainly be a lot less than it would normally. Not to mention, it would make any fall greater than n feet have the same impact damage, since once you hit terminal velocity, your deceleration rate going straight up would be the same in every scenario.
Edit: Totally Sarnath'd.
I actually see this as portal jumping, pretty much. So you'd come out of a teleport going near-terminal-velocity horizontally and you'd start accelerating down again. I'd probably let someone do that if they were falling long enough, but I'd require either a Dex or Int check or some physical maths from the player for the character to have done it at the right time.
Then again, this is the same group that calculated the weight of a Byakhee in CoCd20 from the size and depth of the crater it left in the ground, gaining us somewhere in the range of 25 points of sanity loss.
BrodyThe WatchThe First ShoreRegistered Userregular
edited March 2010
Yeah, I keep thinking if you open a "exit point" directly adjacent to the "entry point", the front part's of each being 180 degrees vertical of each other. So you travel through what equates to a U. From there you find the distance you would travel back up, and your fall distance from there.
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"I will write your name in the ruin of them. I will paint you across history in the color of their blood."
Basically, they need to make Paragon Multiclassing (and the hybrid version too) it's own PP with a selection of modified Class Features that you can take instead of Path Features at the appropriate levels.
Yeah, that's what I was saying, too.
Say, at level 11, it gives you the choice of one of the MC features, such as Warlock's Curse (Which you would NEED for most all of the Warlock Paragon Paths anyhow, so taking a Warlock PP as a Warlord MCed into Warlock is pointless), another at 12th (Prime Shot or Shadow Walk at this point), and suchlike. Given that you already benefit from a Pact, you just can't actually benefit from it as a MC Warlock is... annoying. I want to be able to Curse stuff more than once per encounter, and reap the benefit of a free teleport when it dies without having to be a Hybrid. Besides, I didn't have Hybrid class rules when I made the character originally.
Yeah, I keep thinking if you open a "exit point" directly adjacent to the "entry point", the front part's of each being 180 degrees vertical of each other. So you travel through what equates to a U. From there you find the distance you would travel back up, and your fall distance from there.
Except for air resistance, the speed you would come out of the "exit point" traveling up is the same speed you'd be traveling down after you made that U and passed the same point on your way down.
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AegeriTiny wee bacteriumsPlateau of LengRegistered Userregular
So, even if the monster Forces IRs you away when you move adjacent, if you still have movement left you could continue the charge.
Am I remembering that correctly? Or did it only apply to IIs and not IRs (or vice versa).
It's the other way around, Immediate Interrupts you can continue charging but not with the Immediate Reaction. This is because they are not reacting to your movement while you're still moving, they can wait until you have finished moving and then react (which is what stops a creature from being able to charge further). An immediate interrupt cannot do this.
Mearl's post back in the day was to clarify the rules did work like that, but he felt it should have been worded that the II stopped the movement and the IR didn't. As mentioned, it's one of the cases in the rules an IR is superior to an II.
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Though I'd also make sure that the players don't abuse that by jumping off a 2000ft cliff and then fey-stepping just before they hit the ground. Once you hit terminal velocity, you're blind.
Actually... scratch that - I'd only allow it to reduce falling damage by the distance teleported. If I've put in a 100ft drop and the player falls off it, odds are they've done something stupid and they probably deserve whatever damage is coming their way.
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Does every character have a "hidden" movement mode (falling)?
Edit: Given how much distance you would need to fall for your turn to expire, I have to wonder if there are even any printed teleportation powers that have anywhere near the necessary range to help you.
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I don't know. It makes me wonder who wrote the Original Player's Handbook race and class descriptions. It was probably some Maticore jerk.
Edit: Haha oh dear god!
Where is this happening and where can I get in on it?
Edit the second:
O.o
Inquisitor77: Rius, you are Sisyphus and melee Wizard is your boulder
Tube: This must be what it felt like to be an Iraqi when Saddam was killed
Bookish Stickers - Mrs. Rius' Etsy shop with bumper stickers and vinyl decals.
Nintendo Network ID: AzraelRose
DropBox invite link - get 500MB extra free.
Inquisitor77: Rius, you are Sisyphus and melee Wizard is your boulder
Tube: This must be what it felt like to be an Iraqi when Saddam was killed
Bookish Stickers - Mrs. Rius' Etsy shop with bumper stickers and vinyl decals.
And if you haven't heard of that monstrosity...
Wait ... what?
Stuff shows up in DDI before it gets published in a book sometimes. Think nothing of it.
I think DDI follows the CB update schedule, once a month. So, I'd expect the Minotaur to show up almost 30 days after the book is available for sale as a final product.
Edit: Beat, and contradicted. I haven't looked at the DDI entry, actually yet. I just assumed you were wondering why it wasn't a playable race in DDI.
There's no ruling anywhere that if you Paragon Multiclass, you gain Class Features from your multiclass, is there? I'm trying to make a decision between taking 3 Warlock powers as I level through Paragon Tier, or taking the Evermeet Warlock PP, mainly because all the teleportation stuff is awesome and really fits the character concept. (Most of the Warlock powers I've taken via MCing so far have been teleportation related.)
3DS FCode: 1993-7512-8991
Inquisitor77: Rius, you are Sisyphus and melee Wizard is your boulder
Tube: This must be what it felt like to be an Iraqi when Saddam was killed
Bookish Stickers - Mrs. Rius' Etsy shop with bumper stickers and vinyl decals.
See, if I went PMC, I'd end up with:
Close Burst 1 Immobilise with subsequent teleport. (Encounter)
3 Square Teleport with Defense bonuses. (Encounter)
1 square Teleport. (At Will)
Coupled with Eladrin Armor (bonus teleport range) and my Cloak of Translocation (+2 AC/Reflex after teleportation), that'd all be pretty neat and flavorful as the guy that teleports constantly through melee with his reach weapon and tactical awareness bonuses.
On the other hand, if I take Evermeet Warlock PP, I miss out on the encounter 3 square teleport, and instead gain nifty PP features, like appearing to be invisible to any enemy I am adjacent to when I initiate a teleport, and suchlike. I guess I'll have to miss out on the longer range teleport, and the exact Warlock powers I was wanting, and go with the set PP powers and sliiightly less flexibility while gaining the ability to wink in and out of existence in the middle of combat and really screwing with the enemies.
Plus, invisible Leaders mean there's always a source of buff/heal for the party, as we've found that if I'm the one that goes down, the fight becomes that much HARDER.
3DS FCode: 1993-7512-8991
If you're just looking for a blending of two classes, you're probably better off just using the powerswaps and taking the Paragon Path that makes sense.
They tried to bury us. They didn't know that we were seeds. 2018 Midterms. Get your shit together.
Nintendo Network ID: AzraelRose
DropBox invite link - get 500MB extra free.
Wellllllll, since every turn is supposed to approximate 6 seconds and ignoring air resistance, then the distance you'd have to fall for your turn to expire is (1/2)(9.8 m/s^2)(6s)^2 = 176.4 m or 578.74 feet or 115.74 squares, which would result in 58d10 (average 319) damage.
Of course, this is assuming you're near the surface of a planet with the same gravitational constant as (the surface of) Earth.
In Zed's example, a Fighter who multi's Invoker may be tempted to PMC in order to get his hands on Grasping Shards or Hand of Radiance At-Will, but he's probably better off with an Invoker Paragon Path (like, say, Angelic Aspect, which is really, really, really good for Fighters with a high Wisdom).
They tried to bury us. They didn't know that we were seeds. 2018 Midterms. Get your shit together.
Well, here's the thing I don't think any of you are factoring into your falling factors: why does the momentum *after* the teleport have to take you straight down? I think it's impossible to factor in the physics of something that doesn't exist, so why can't we say you teleport and transfer the momentum of the fall into a straight perpendicular line with the horizontal surface on which you want to land? You'd still take SOME fall damage, but it would certainly be a lot less than it would normally. Not to mention, it would make any fall greater than n feet have the same impact damage, since once you hit terminal velocity, your deceleration rate going straight up would be the same in every scenario.
Edit: Totally Sarnath'd.
but that doesn't even make sense
I mean, right, teleporting doesn't exist--but the premise I always use is, if you want something that doesn't exist to contradict physical laws, provide a reasoning for it that makes sense logically.
By default, with this premise, one assumes that teleporting leaves you with the same velocity, because there is nothing to suggest that it does not.
Why would you go the other way with your velocity? I guess if the teleport power allowed you to spin upside down, that would be a reasonable proposition, but I doubt it: teleport is instantaneous. You are not actually moving 3 squares if you "teleport(3)", you are simply disappearing and then reappearing.
There is nothing that suggests you go somewhere, freeze your velocity, get to turn upside down, and then come back, momentum and all.
Edit:
Like with anything, you have to have some common baseline. In this case, the assumptions are:
-Teleportation is instantaneous
- Teleportation defers momentum
If you have different assumptions, then of course, teleport can do whatever you want. I think you have to make a reasonable logical case for it though, or it becomes extraordinarily silly, because I could say "I teleport, and now I'm a dragon." "WHAT? that's not in the power description." "Neither is that you can turn upside down. It seems as likely, because we are discussing a not-real-world thing, that I could turn into a dragon."
Nintendo Network ID: AzraelRose
DropBox invite link - get 500MB extra free.
They tried to bury us. They didn't know that we were seeds. 2018 Midterms. Get your shit together.
have any of you played portal? what im talking about is jumping in one portal and comming out one that is on the ground. the momentum is maintained, but the direction of gravity relative to you changes.
I actually see this as portal jumping, pretty much. So you'd come out of a teleport going near-terminal-velocity horizontally and you'd start accelerating down again. I'd probably let someone do that if they were falling long enough, but I'd require either a Dex or Int check or some physical maths from the player for the character to have done it at the right time.
Then again, this is the same group that calculated the weight of a Byakhee in CoCd20 from the size and depth of the crater it left in the ground, gaining us somewhere in the range of 25 points of sanity loss.
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Steam: Korvalain
Yeah, that's what I was saying, too.
Say, at level 11, it gives you the choice of one of the MC features, such as Warlock's Curse (Which you would NEED for most all of the Warlock Paragon Paths anyhow, so taking a Warlock PP as a Warlord MCed into Warlock is pointless), another at 12th (Prime Shot or Shadow Walk at this point), and suchlike. Given that you already benefit from a Pact, you just can't actually benefit from it as a MC Warlock is... annoying. I want to be able to Curse stuff more than once per encounter, and reap the benefit of a free teleport when it dies without having to be a Hybrid. Besides, I didn't have Hybrid class rules when I made the character originally.
3DS FCode: 1993-7512-8991
Except for air resistance, the speed you would come out of the "exit point" traveling up is the same speed you'd be traveling down after you made that U and passed the same point on your way down.
Now that you mention it, I don't know who that is either.
Did you write the original PHB races entries? I thought that was from Goose! If you wrote those I will correct the OP.
It's the other way around, Immediate Interrupts you can continue charging but not with the Immediate Reaction. This is because they are not reacting to your movement while you're still moving, they can wait until you have finished moving and then react (which is what stops a creature from being able to charge further). An immediate interrupt cannot do this.
Mearl's post back in the day was to clarify the rules did work like that, but he felt it should have been worded that the II stopped the movement and the IR didn't. As mentioned, it's one of the cases in the rules an IR is superior to an II.
It was me, I was responsible for the very first thread after 4E was released.
It's actually a really funny read. As is the thread before that from when they were doing 4E content reveals.
Remember when people used to think that if you didn't have the requisite con as a paladin you couldn't wear plate?
I do. Because I apparently was annoyed enough by discussion regarding it that I specifically prohibited it in the thread rules.