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[DnD 4E Discussion] Underdark book does use the terms "Feydark" and "Shadowdark"

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Posts

  • samurai6966samurai6966 Registered User regular
    edited October 2009
    So, I have Primal Power. :)

    It was just sitting on the shelf at my local bookstore. They seem to have a habit of ignoring street dates, because I bought Divine Power from that same store two weeks before that was officially released as well.

    Correction, I bought Divine. And told you Primal was there. I were is my credit?

    samurai6966 on
  • vagrant_windsvagrant_winds Overworked Mysterious Eldritch Horror Hunter XX Registered User regular
    edited October 2009
    So, I have Primal Power. :)

    It was just sitting on the shelf at my local bookstore. They seem to have a habit of ignoring street dates, because I bought Divine Power from that same store two weeks before that was officially released as well.

    Correction, I bought Divine. And told you Primal was there. I were is my credit?

    I bought Divine after you bought Divine. :P
    And are you giving peoples tasty infos? No.

    vagrant_winds on
    // Steam: VWinds // PSN: vagrant_winds //
    // Switch: SW-5306-0651-6424 //
  • OptimusZedOptimusZed Registered User regular
    edited October 2009
    OptimusZed wrote: »
    OptimusZed wrote: »
    Are there new multiclass feats for the various builds? Like, say, Storm Warden?

    No. But there's a few multiclass feats that further improve your multiclass. One for Shaman multiclasses that gives you healing spirt once per encounter. The Barbarian one gives you the Rampage class feature. The Warden one allows you to make an immediate saving throw once per encounter. And the Druid one gives you +1 speed in beast form.
    Are those for Paragon multiclassing like in the other Powers books?

    Nope. You just need to take the class's multiclass feat.
    Interesting. All of those are great pickups in Heroic.

    OptimusZed on
    We're reading Rifts. You should too. You know you want to. Now With Ninjas!

    They tried to bury us. They didn't know that we were seeds. 2018 Midterms. Get your shit together.
  • tzeentchlingtzeentchling Doctor of Rocks OaklandRegistered User regular
    edited October 2009
    Wow. I'm really liking those new epic destinies, especially Mythic Spirit, Perfect Guardian, and Reincarnate Champion.

    tzeentchling on
  • OptimusZedOptimusZed Registered User regular
    edited October 2009
    Shoggoth wrote: »
    Rius wrote: »
    OptimusZed wrote: »
    Shoggoth wrote: »
    Rius wrote: »
    Is Voidsoul really a good idea for any defender? It seems like the best time to use it would be at the end of your turn so you can't take damage, plus you get a free positioning teleport. Really it seems like a melee striker sort of thing, or a fragile controller.

    Oh, I totally missed the teleport part, that makes it much better.

    I am thinking nonbeing action, touching the void, and void phase are all really great for defenders. Wearing the void is also amazing.

    I will gladly sacrifice a non optimized stat spread for some awesome flavor.
    A Defender that doesn't exist is a Defender that isn't defending.

    This is what I tried to say, said more elegantly.

    Oh, for sure. That's why I'm having trouble justifying it as a power over taking extra manifestation cindersoul.

    The Cindersoul power is roughly 300% better for a party's primary defender. Preventing tons of damage on an attack vs depriving your party of their Defender for a turn.

    Voidsoul is great for Rogues or melee Rangers. Or controllers of any sort. The problem for Defenders is that they largely do their job when it's not their turn. They're unique in this. So disappearing for an entire round of enemy attacks and movement is the exact opposite of doing your job.

    OptimusZed on
    We're reading Rifts. You should too. You know you want to. Now With Ninjas!

    They tried to bury us. They didn't know that we were seeds. 2018 Midterms. Get your shit together.
  • OptimusZedOptimusZed Registered User regular
    edited October 2009
    Hachface wrote: »
    Two questions:

    1. Can you teleport someone into the air (either straight up or over a ledge)?

    2. If you teleport them into an aeriel space, do they get a saving throw to hang on to something, as they would from a bull rush or push/pull power?
    Does someone with solid DM knowledge want to chime in here. We had this come up last night. I think I did right by allowing the save (I'd do the same for PCs in a similar situation), but I can definitely see where it would be frustrating if you were expecting a no-chance splat.

    OptimusZed on
    We're reading Rifts. You should too. You know you want to. Now With Ninjas!

    They tried to bury us. They didn't know that we were seeds. 2018 Midterms. Get your shit together.
  • HachfaceHachface Not the Minister Farrakhan you're thinking of Dammit, Shepard!Registered User regular
    edited October 2009
    OptimusZed wrote: »
    Hachface wrote: »
    Two questions:

    1. Can you teleport someone into the air (either straight up or over a ledge)?

    2. If you teleport them into an aeriel space, do they get a saving throw to hang on to something, as they would from a bull rush or push/pull power?
    Does someone with solid DM knowledge want to chime in here. We had this come up last night. I think I did right by allowing the save (I'd do the same for PCs in a similar situation), but I can definitely see where it would be frustrating if you were expecting a no-chance splat.

    After some Googling, I can say that this issue is... controversial.

    I am going to rule that vertical teleportation is possible, but the target gets a save. If the save succeeds, there is no vertical teleportation, but the caster still can move the target horizontally anywhere he pleases.

    Edit: For last night's game, for example, I would have ruled that if the targets of Conrad's Twist of Space had missed their save, it would've been insta-splat. If they made the save, Conrad would still get to teleport them, but he'd have to choose a square of solid ground, most likely the very edge of the cliff. This actually makes teleporting only OK at knocking someone off a cliff compared to push/pull/slide powers, because you don't get the prone effect on a failed save. On the other hand, every teleport power now has the potential to do extra fall damage, so it's a trade off.

    Hachface on
  • OptimusZedOptimusZed Registered User regular
    edited October 2009
    Hachface wrote: »
    OptimusZed wrote: »
    Hachface wrote: »
    Two questions:

    1. Can you teleport someone into the air (either straight up or over a ledge)?

    2. If you teleport them into an aeriel space, do they get a saving throw to hang on to something, as they would from a bull rush or push/pull power?
    Does someone with solid DM knowledge want to chime in here. We had this come up last night. I think I did right by allowing the save (I'd do the same for PCs in a similar situation), but I can definitely see where it would be frustrating if you were expecting a no-chance splat.

    After some Googling, I can say that this issue is... controversial.

    I am going to rule that vertical teleportation is possible, but the target gets a save. If the save succeeds, there is no vertical teleportation, but the caster still can move the target horizontally anywhere he pleases.
    So avoiding falling because you were teleported up warrants a save, but avoiding falling because you were teleported sideways doesn't?

    Seems.... inconsistent.

    OptimusZed on
    We're reading Rifts. You should too. You know you want to. Now With Ninjas!

    They tried to bury us. They didn't know that we were seeds. 2018 Midterms. Get your shit together.
  • RendRend Registered User regular
    edited October 2009
    OptimusZed wrote: »
    Hachface wrote: »
    Two questions:

    1. Can you teleport someone into the air (either straight up or over a ledge)?

    2. If you teleport them into an aeriel space, do they get a saving throw to hang on to something, as they would from a bull rush or push/pull power?
    Does someone with solid DM knowledge want to chime in here. We had this come up last night. I think I did right by allowing the save (I'd do the same for PCs in a similar situation), but I can definitely see where it would be frustrating if you were expecting a no-chance splat.

    Forced movement and teleportation CANNOT move you vertically, RAW. There is a citation there somewhere, and I don't know exactly where, but it's explicit and I am about 95% sure on that.

    The question was asked last thread, when talking about Avengers putting people into the air and then teleporting above them to send them crashing down to the ground. Which is AWESOME. But you can't do it :(

    Rend on
  • tastydonutstastydonuts Registered User regular
    edited October 2009
    OptimusZed wrote: »
    Hachface wrote: »
    Two questions:

    1. Can you teleport someone into the air (either straight up or over a ledge)?

    2. If you teleport them into an aeriel space, do they get a saving throw to hang on to something, as they would from a bull rush or push/pull power?

    Does someone with solid DM knowledge want to chime in here. We had this come up last night. I think I did right by allowing the save (I'd do the same for PCs in a similar situation), but I can definitely see where it would be frustrating if you were expecting a no-chance splat.

    Forced movement is generally not allowed to be vertical. By proxy teleporting a hostile target is forced movement so I wouldn't allow a not strictly vertical offensive port. Also, making someone go straight up and fall could knock them prone too, iirc so yea... no.

    Since other forced movement grants a save over ledges and such I'd say it gets a save, and if it fails the target isn't teleported, but the damage and other effects would apply, unless those are contingent upon the teleport's success. I think you're right.


    If you really wanted to be a dick about and police it though on the DM's side... you could point out that you can't see air. But that's a real dick move. But you'd something really cool happening like a readying an action to throw a ball over a pit, when the other starts his turn, and then the teleporting-able player teleporting his target to the ball... and etc, etc.

    tastydonuts on
    “I used to draw, hard to admit that I used to draw...”
  • OptimusZedOptimusZed Registered User regular
    edited October 2009
    Rend wrote: »
    OptimusZed wrote: »
    Hachface wrote: »
    Two questions:

    1. Can you teleport someone into the air (either straight up or over a ledge)?

    2. If you teleport them into an aeriel space, do they get a saving throw to hang on to something, as they would from a bull rush or push/pull power?
    Does someone with solid DM knowledge want to chime in here. We had this come up last night. I think I did right by allowing the save (I'd do the same for PCs in a similar situation), but I can definitely see where it would be frustrating if you were expecting a no-chance splat.

    Forced movement and teleportation CANNOT move you vertically, RAW. There is a citation there somewhere, and I don't know exactly where, but it's explicit and I am about 95% sure on that.

    The question was asked last thread, when talking about Avengers putting people into the air and then teleporting above them to send them crashing down to the ground. Which is AWESOME. But you can't do it :(
    Well, the specific instance we ran into was a Wizard power that teleported its targets and a deep gorge (originally assumed bottomless, but this proved untrue) into which they were teleported. The power would have put them two squares out into space over the gorge (no initial change vertically) but I allowed them a save to end adjacent to the ledge and hanging from it.

    OptimusZed on
    We're reading Rifts. You should too. You know you want to. Now With Ninjas!

    They tried to bury us. They didn't know that we were seeds. 2018 Midterms. Get your shit together.
  • HachfaceHachface Not the Minister Farrakhan you're thinking of Dammit, Shepard!Registered User regular
    edited October 2009
    OptimusZed wrote: »
    Hachface wrote: »
    OptimusZed wrote: »
    Hachface wrote: »
    Two questions:

    1. Can you teleport someone into the air (either straight up or over a ledge)?

    2. If you teleport them into an aeriel space, do they get a saving throw to hang on to something, as they would from a bull rush or push/pull power?
    Does someone with solid DM knowledge want to chime in here. We had this come up last night. I think I did right by allowing the save (I'd do the same for PCs in a similar situation), but I can definitely see where it would be frustrating if you were expecting a no-chance splat.

    After some Googling, I can say that this issue is... controversial.

    I am going to rule that vertical teleportation is possible, but the target gets a save. If the save succeeds, there is no vertical teleportation, but the caster still can move the target horizontally anywhere he pleases.
    So avoiding falling because you were teleported up warrants a save, but avoiding falling because you were teleported sideways doesn't?

    Seems.... inconsistent.

    No, you'd get a save any time someone tries to teleport you into an aeriel square, whether it's straight up or over a cliff.

    Hachface on
  • HachfaceHachface Not the Minister Farrakhan you're thinking of Dammit, Shepard!Registered User regular
    edited October 2009
    Rend wrote: »
    OptimusZed wrote: »
    Hachface wrote: »
    Two questions:

    1. Can you teleport someone into the air (either straight up or over a ledge)?

    2. If you teleport them into an aeriel space, do they get a saving throw to hang on to something, as they would from a bull rush or push/pull power?
    Does someone with solid DM knowledge want to chime in here. We had this come up last night. I think I did right by allowing the save (I'd do the same for PCs in a similar situation), but I can definitely see where it would be frustrating if you were expecting a no-chance splat.

    Forced movement and teleportation CANNOT move you vertically, RAW. There is a citation there somewhere, and I don't know exactly where, but it's explicit and I am about 95% sure on that.

    There really isn't. I've been looking. In fact there's even a sidebar in Draconomicon that says forced teleportation can cause instant falling, but advises the DM not to do it to players.

    Hachface on
  • RendRend Registered User regular
    edited October 2009
    Hachface wrote: »
    Rend wrote: »
    OptimusZed wrote: »
    Hachface wrote: »
    Two questions:

    1. Can you teleport someone into the air (either straight up or over a ledge)?

    2. If you teleport them into an aeriel space, do they get a saving throw to hang on to something, as they would from a bull rush or push/pull power?
    Does someone with solid DM knowledge want to chime in here. We had this come up last night. I think I did right by allowing the save (I'd do the same for PCs in a similar situation), but I can definitely see where it would be frustrating if you were expecting a no-chance splat.

    Forced movement and teleportation CANNOT move you vertically, RAW. There is a citation there somewhere, and I don't know exactly where, but it's explicit and I am about 95% sure on that.

    There really isn't. I've been looking. In fact there's even a sidebar in Draconomicon that says forced teleportation can cause instant falling, but advises the DM not to do it to players.

    1. The ruling we found might only be for forced movement
    2. That could be talking about instant falling by teleportation off of cliffs.
    3. Possibly both.

    Rend on
  • OptimusZedOptimusZed Registered User regular
    edited October 2009
    Hachface wrote: »
    OptimusZed wrote: »
    Hachface wrote: »
    OptimusZed wrote: »
    Hachface wrote: »
    Two questions:

    1. Can you teleport someone into the air (either straight up or over a ledge)?

    2. If you teleport them into an aeriel space, do they get a saving throw to hang on to something, as they would from a bull rush or push/pull power?
    Does someone with solid DM knowledge want to chime in here. We had this come up last night. I think I did right by allowing the save (I'd do the same for PCs in a similar situation), but I can definitely see where it would be frustrating if you were expecting a no-chance splat.

    After some Googling, I can say that this issue is... controversial.

    I am going to rule that vertical teleportation is possible, but the target gets a save. If the save succeeds, there is no vertical teleportation, but the caster still can move the target horizontally anywhere he pleases.
    So avoiding falling because you were teleported up warrants a save, but avoiding falling because you were teleported sideways doesn't?

    Seems.... inconsistent.

    No, you'd get a save any time someone tries to teleport you into an aeriel square, whether it's straight up or over a cliff.
    Oh, I misunderstood.

    By the way: Top of page 286 in the PHB covers forced movement, including "Forced movement can't move target into a square they couldn't enter by walking," and "If you're forced over a precipice or a pit, you can try to catch yourself before you fall."

    OptimusZed on
    We're reading Rifts. You should too. You know you want to. Now With Ninjas!

    They tried to bury us. They didn't know that we were seeds. 2018 Midterms. Get your shit together.
  • HachfaceHachface Not the Minister Farrakhan you're thinking of Dammit, Shepard!Registered User regular
    edited October 2009
    OptimusZed wrote: »
    By the way: Top of page 286 in the PHB covers forced movement, including "Forced movement can't move target into a square they couldn't enter by walking," and "If you're forced over a precipice or a pit, you can try to catch yourself before you fall."

    I'm pretty sure only pushes, pulls, and slides are defined as "forced movement." Teleportation gets a different section.

    Hachface on
  • MaticoreMaticore A Will To Power Registered User regular
    edited October 2009
    Hachface wrote: »
    OptimusZed wrote: »
    By the way: Top of page 286 in the PHB covers forced movement, including "Forced movement can't move target into a square they couldn't enter by walking," and "If you're forced over a precipice or a pit, you can try to catch yourself before you fall."

    I'm pretty sure only pushes, pulls, and slides are defined as "forced movement." Teleportation gets a different section.

    This is 100% Correct. Pushes, pulls, and slides are all "Forced Movement." RAW it appears that teleportation powers are simply incredibly good. Remind me to use them to prone everything ever.

    Maticore on
  • ShoggothShoggoth Registered User regular
    edited October 2009
    OptimusZed wrote: »
    Shoggoth wrote: »
    Rius wrote: »
    OptimusZed wrote: »
    Shoggoth wrote: »
    Rius wrote: »
    Is Voidsoul really a good idea for any defender? It seems like the best time to use it would be at the end of your turn so you can't take damage, plus you get a free positioning teleport. Really it seems like a melee striker sort of thing, or a fragile controller.

    Oh, I totally missed the teleport part, that makes it much better.

    I am thinking nonbeing action, touching the void, and void phase are all really great for defenders. Wearing the void is also amazing.

    I will gladly sacrifice a non optimized stat spread for some awesome flavor.
    A Defender that doesn't exist is a Defender that isn't defending.

    This is what I tried to say, said more elegantly.

    Oh, for sure. That's why I'm having trouble justifying it as a power over taking extra manifestation cindersoul.

    The Cindersoul power is roughly 300% better for a party's primary defender. Preventing tons of damage on an attack vs depriving your party of their Defender for a turn.

    Voidsoul is great for Rogues or melee Rangers. Or controllers of any sort. The problem for Defenders is that they largely do their job when it's not their turn. They're unique in this. So disappearing for an entire round of enemy attacks and movement is the exact opposite of doing your job.

    haha, yes, I understood that before I posed the question.

    Of course cindersoul's racial power is better for defenders, but the voidsoul PP is fantastic for defenders.

    There are certainly moments when a defender is unable to mark things/close distance and I feel like it has potential use there. I'm wondering if there are specific events that could arise in which void assumption might be worth using for a defender. Granted, so far I haven't really thought of any instance where I would use it, but I still feel like one exists. Hell, it could even be an out of combat RP use, whatever.

    Shoggoth on
    11tu0w1.jpg
  • HachfaceHachface Not the Minister Farrakhan you're thinking of Dammit, Shepard!Registered User regular
    edited October 2009
    Maticore wrote: »
    Hachface wrote: »
    OptimusZed wrote: »
    By the way: Top of page 286 in the PHB covers forced movement, including "Forced movement can't move target into a square they couldn't enter by walking," and "If you're forced over a precipice or a pit, you can try to catch yourself before you fall."

    I'm pretty sure only pushes, pulls, and slides are defined as "forced movement." Teleportation gets a different section.

    This is 100% Correct. Pushes, pulls, and slides are all "Forced Movement." RAW it appears that teleportation powers are simply incredibly good. Remind me to use them to prone everything ever.

    I am open to the idea that teleportation is overpowered. As a game designer, my solution to this would not be to illogically nerf teleportation, but to make teleportation powers far less common.

    Hachface on
  • RiusRius Globex CEO Nobody ever says ItalyRegistered User regular
    edited October 2009
    Hachface wrote: »
    Maticore wrote: »
    Hachface wrote: »
    OptimusZed wrote: »
    By the way: Top of page 286 in the PHB covers forced movement, including "Forced movement can't move target into a square they couldn't enter by walking," and "If you're forced over a precipice or a pit, you can try to catch yourself before you fall."

    I'm pretty sure only pushes, pulls, and slides are defined as "forced movement." Teleportation gets a different section.

    This is 100% Correct. Pushes, pulls, and slides are all "Forced Movement." RAW it appears that teleportation powers are simply incredibly good. Remind me to use them to prone everything ever.

    I am open to the idea that teleportation is overpowered. As a game designer, my solution to this would not be to illogically nerf teleportation, but to make teleportation powers far less common.

    I think the horse is out of the barn on that one.

    Rius on
  • OptimusZedOptimusZed Registered User regular
    edited October 2009
    Hachface wrote: »
    OptimusZed wrote: »
    By the way: Top of page 286 in the PHB covers forced movement, including "Forced movement can't move target into a square they couldn't enter by walking," and "If you're forced over a precipice or a pit, you can try to catch yourself before you fall."

    I'm pretty sure only pushes, pulls, and slides are defined as "forced movement." Teleportation gets a different section.
    I would say that any movement you're forced to take against your will is "forced movement." I don't really see why forcing someone to teleport is any different in that than forcing someone to step to the left 3 times.

    OptimusZed on
    We're reading Rifts. You should too. You know you want to. Now With Ninjas!

    They tried to bury us. They didn't know that we were seeds. 2018 Midterms. Get your shit together.
  • RendRend Registered User regular
    edited October 2009
    OptimusZed wrote: »
    Hachface wrote: »
    OptimusZed wrote: »
    By the way: Top of page 286 in the PHB covers forced movement, including "Forced movement can't move target into a square they couldn't enter by walking," and "If you're forced over a precipice or a pit, you can try to catch yourself before you fall."

    I'm pretty sure only pushes, pulls, and slides are defined as "forced movement." Teleportation gets a different section.
    I would say that any movement you're forced to take against your will is "forced movement." I don't really see why forcing someone to teleport is any different in that than forcing someone to step to the left 3 times.

    It is defined differently though, like close attacks vs area attacks. They're almost the same thing... almost.

    Rend on
  • OptimusZedOptimusZed Registered User regular
    edited October 2009
    Rend wrote: »
    OptimusZed wrote: »
    Hachface wrote: »
    OptimusZed wrote: »
    By the way: Top of page 286 in the PHB covers forced movement, including "Forced movement can't move target into a square they couldn't enter by walking," and "If you're forced over a precipice or a pit, you can try to catch yourself before you fall."

    I'm pretty sure only pushes, pulls, and slides are defined as "forced movement." Teleportation gets a different section.
    I would say that any movement you're forced to take against your will is "forced movement." I don't really see why forcing someone to teleport is any different in that than forcing someone to step to the left 3 times.

    It is defined differently though, like close attacks vs area attacks. They're almost the same thing... almost.
    That's just because Teleportation is also a non-forced movement style. You never get pushed, pulled or slid by one of your own powers, but lots of characters can teleport themselves. I really see no reason why being teleported against your will shouldn't follow all the same rules as other forced movement types.

    OptimusZed on
    We're reading Rifts. You should too. You know you want to. Now With Ninjas!

    They tried to bury us. They didn't know that we were seeds. 2018 Midterms. Get your shit together.
  • HachfaceHachface Not the Minister Farrakhan you're thinking of Dammit, Shepard!Registered User regular
    edited October 2009
    OptimusZed wrote: »
    Hachface wrote: »
    OptimusZed wrote: »
    By the way: Top of page 286 in the PHB covers forced movement, including "Forced movement can't move target into a square they couldn't enter by walking," and "If you're forced over a precipice or a pit, you can try to catch yourself before you fall."

    I'm pretty sure only pushes, pulls, and slides are defined as "forced movement." Teleportation gets a different section.
    I would say that any movement you're forced to take against your will is "forced movement." I don't really see why forcing someone to teleport is any different in that than forcing someone to step to the left 3 times.

    So you think you can't teleport someone into a space "they couldn't get to by walking"? You can't teleport someone into a cage, or onto the floor of a pit, or onto a rooftop, or to the other side of a ravine, or at the bottom of a river, or on the branch of a tree...?

    Hachface on
  • AbbalahAbbalah Registered User regular
    edited October 2009
    I'm pretty sure the way it works RAW is that you can't teleport someone vertically. You can teleport them horizontally over a cliff, and if you do and the teleport ends adjacent to the edge, they get a save to keep from going over, but if the destination square is surrounded by nothing but empty air, tough shit, no save (which I think is what the Draconomicon sidebar is talking about).

    I mean, if you could teleport vertically, there'd never really be any reason to do anything else. move somebody six squares against their will into a disadvantageous position, or just teleport them 6 squares straight up, causing them to take 3d10 falling damage and end up prone? not even close to a contest.

    Edit: I'd swear I've seen this specifically written down somewhere, but damned if I can remember where.

    Abbalah on
  • RendRend Registered User regular
    edited October 2009
    OptimusZed wrote: »
    Rend wrote: »
    OptimusZed wrote: »
    Hachface wrote: »
    OptimusZed wrote: »
    By the way: Top of page 286 in the PHB covers forced movement, including "Forced movement can't move target into a square they couldn't enter by walking," and "If you're forced over a precipice or a pit, you can try to catch yourself before you fall."

    I'm pretty sure only pushes, pulls, and slides are defined as "forced movement." Teleportation gets a different section.
    I would say that any movement you're forced to take against your will is "forced movement." I don't really see why forcing someone to teleport is any different in that than forcing someone to step to the left 3 times.

    It is defined differently though, like close attacks vs area attacks. They're almost the same thing... almost.
    That's just because Teleportation is also a non-forced movement style. You never get pushed, pulled or slid by one of your own powers, but lots of characters can teleport themselves. I really see no reason why being teleported against your will shouldn't follow all the same rules as other forced movement types.

    But I mean... teleportation, is it even MENTIONED in that section? Because they mention pushes, pulls, and slides, but not teleports iirc.

    Rend on
  • tastydonutstastydonuts Registered User regular
    edited October 2009
    Hachface wrote: »
    OptimusZed wrote: »
    Hachface wrote: »
    OptimusZed wrote: »
    By the way: Top of page 286 in the PHB covers forced movement, including "Forced movement can't move target into a square they couldn't enter by walking," and "If you're forced over a precipice or a pit, you can try to catch yourself before you fall."

    I'm pretty sure only pushes, pulls, and slides are defined as "forced movement." Teleportation gets a different section.
    I would say that any movement you're forced to take against your will is "forced movement." I don't really see why forcing someone to teleport is any different in that than forcing someone to step to the left 3 times.

    So you think you can't teleport someone into a space "they couldn't get to by walking"? You can't teleport someone into a cage, or onto the floor of a pit, or onto a rooftop, or to the other side of a ravine, or at the bottom of a river, or on the branch of a tree...?

    Those are all places you can, for the most part, see and walk to assuming no actively blocking factors. So they are legal... The only issue is with the air really. That's where specific and general would sort of balance out.

    tastydonuts on
    “I used to draw, hard to admit that I used to draw...”
  • streeverstreever Registered User regular
    edited October 2009
    optimus:
    i think logically it follows that being shoved/pushed allows you to grab a ledge--but being teleported takes you out of this material space & into another one--so your ability to grab a ledge is non-existent. that's why I'd let someone teleport someone over a cliff, and just not allow my BBG to stand too close to the cliff ;-) (Or have some interrupt that prevented that type of thing)

    this is kind of a silly debate (quote:including "Forced movement can't move target into a square they couldn't enter by walking," )

    This makes it clear that "forced movement" is when you control someone else's actual PHYSICAL movement through the physical/main realm. That's why they can't be forced into a cage, for instance, or up a tree, cos how would they get there while being shoved/pulled/dragged?

    Teleport is different because it skips physical limitations. That is why teleport exists.

    Ultimately it's overpowered by nature & I think wizards should probably modify it so there is a weaker version that "quick steps" someone 6 squares instead of popping them out of earth & back in a new spot.

    streever on
  • HachfaceHachface Not the Minister Farrakhan you're thinking of Dammit, Shepard!Registered User regular
    edited October 2009
    Hachface wrote: »
    OptimusZed wrote: »
    Hachface wrote: »
    OptimusZed wrote: »
    By the way: Top of page 286 in the PHB covers forced movement, including "Forced movement can't move target into a square they couldn't enter by walking," and "If you're forced over a precipice or a pit, you can try to catch yourself before you fall."

    I'm pretty sure only pushes, pulls, and slides are defined as "forced movement." Teleportation gets a different section.
    I would say that any movement you're forced to take against your will is "forced movement." I don't really see why forcing someone to teleport is any different in that than forcing someone to step to the left 3 times.

    So you think you can't teleport someone into a space "they couldn't get to by walking"? You can't teleport someone into a cage, or onto the floor of a pit, or onto a rooftop, or to the other side of a ravine, or at the bottom of a river, or on the branch of a tree...?

    Those are all places you can, for the most part, see.

    That's really not a relevant objection. Nobody has suggested you should be able to teleport someone out of your line of sight.

    Hachface on
  • OptimusZedOptimusZed Registered User regular
    edited October 2009
    Hachface wrote: »
    OptimusZed wrote: »
    Hachface wrote: »
    OptimusZed wrote: »
    By the way: Top of page 286 in the PHB covers forced movement, including "Forced movement can't move target into a square they couldn't enter by walking," and "If you're forced over a precipice or a pit, you can try to catch yourself before you fall."

    I'm pretty sure only pushes, pulls, and slides are defined as "forced movement." Teleportation gets a different section.
    I would say that any movement you're forced to take against your will is "forced movement." I don't really see why forcing someone to teleport is any different in that than forcing someone to step to the left 3 times.

    So you think you can't teleport someone into a space "they couldn't get to by walking"? You can't teleport someone into a cage, or onto the floor of a pit, or onto a rooftop, or to the other side of a ravine, or at the bottom of a river, or on the branch of a tree...?
    You could get to most of those places by walking (or climbing or swimming) eventually. If they're accessible by normal movement types than it's probably OK. Putting them 4 squares into the air or into a coffin you've already buried should probably be out, though.

    OptimusZed on
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  • Mr_RoseMr_Rose 83 Blue Ridge Protects the Holy Registered User regular
    edited October 2009
    streever wrote: »
    optimus:
    i think logically it follows that being shoved/pushed allows you to grab a ledge--but being teleported takes you out of this material space & into another one--so your ability to grab a ledge is non-existent. that's why I'd let someone teleport someone over a cliff, and just not allow my BBG to stand too close to the cliff ;-) (Or have some interrupt that prevented that type of thing)
    Have him stand in a teleport trapping circle* and give him a key to his own dungeon. Any time someone teleports him, he ends up in one of his own cells and just walks out.
    Bonus points if anyone is dumb enough to try to teleport next to him...

    *There is already a Ritual for this, but I can't remember the exact name.

    Mr_Rose on
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  • OptimusZedOptimusZed Registered User regular
    edited October 2009
    streever wrote: »
    optimus:
    i think logically it follows that being shoved/pushed allows you to grab a ledge--but being teleported takes you out of this material space & into another one--so your ability to grab a ledge is non-existent. that's why I'd let someone teleport someone over a cliff, and just not allow my BBG to stand too close to the cliff ;-) (Or have some interrupt that prevented that type of thing)
    Logical, schmogical. Teleporting an enemy out into empty space is just too goddamn powerful when compared to virtually any other power application.

    Besides, if we really want to go with logic, the best use of offensive teleportation is just leaving the enemy in the Feywild instead of bringing them back at all.

    OptimusZed on
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  • HachfaceHachface Not the Minister Farrakhan you're thinking of Dammit, Shepard!Registered User regular
    edited October 2009
    OptimusZed wrote: »
    Hachface wrote: »
    OptimusZed wrote: »
    Hachface wrote: »
    OptimusZed wrote: »
    By the way: Top of page 286 in the PHB covers forced movement, including "Forced movement can't move target into a square they couldn't enter by walking," and "If you're forced over a precipice or a pit, you can try to catch yourself before you fall."

    I'm pretty sure only pushes, pulls, and slides are defined as "forced movement." Teleportation gets a different section.
    I would say that any movement you're forced to take against your will is "forced movement." I don't really see why forcing someone to teleport is any different in that than forcing someone to step to the left 3 times.

    So you think you can't teleport someone into a space "they couldn't get to by walking"? You can't teleport someone into a cage, or onto the floor of a pit, or onto a rooftop, or to the other side of a ravine, or at the bottom of a river, or on the branch of a tree...?
    You could get to most of those places by walking (or climbing or swimming) eventually. If they're accessible by normal movement types than it's probably OK. Putting them 4 squares into the air or into a coffin you've already buried should probably be out, though.

    It doesn't say ""normal movement." It doesn't say "climbing" or "swimming" or even "falling." it says walking. If teleportation is forced movement, you can't teleport someone to any of those places.

    Hachface on
  • tastydonutstastydonuts Registered User regular
    edited October 2009
    Hachface wrote: »
    Hachface wrote: »
    OptimusZed wrote: »
    Hachface wrote: »
    OptimusZed wrote: »
    By the way: Top of page 286 in the PHB covers forced movement, including "Forced movement can't move target into a square they couldn't enter by walking," and "If you're forced over a precipice or a pit, you can try to catch yourself before you fall."

    I'm pretty sure only pushes, pulls, and slides are defined as "forced movement." Teleportation gets a different section.
    I would say that any movement you're forced to take against your will is "forced movement." I don't really see why forcing someone to teleport is any different in that than forcing someone to step to the left 3 times.

    So you think you can't teleport someone into a space "they couldn't get to by walking"? You can't teleport someone into a cage, or onto the floor of a pit, or onto a rooftop, or to the other side of a ravine, or at the bottom of a river, or on the branch of a tree...?

    Those are all places you can, for the most part, see.

    That's really not a relevant objection. Nobody has suggested you should be able to teleport someone out of your line of sight.

    see edit.

    edit: that was weird.

    tastydonuts on
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  • MaticoreMaticore A Will To Power Registered User regular
    edited October 2009
    OptimusZed wrote: »
    You never get pushed, pulled or slid by one of your own powers, but lots of characters can teleport themselves. I really see no reason why being teleported against your will shouldn't follow all the same rules as other forced movement types.

    Because they're quantified in completely different sections. For the record, there are plenty of powers that push or slide your allies. (Packmaster of Maldeen jumps to mind).

    These are the RAW, anything else is house rules.

    Maticore on
  • OptimusZedOptimusZed Registered User regular
    edited October 2009
    Hachface wrote: »
    OptimusZed wrote: »
    Hachface wrote: »
    OptimusZed wrote: »
    Hachface wrote: »
    OptimusZed wrote: »
    By the way: Top of page 286 in the PHB covers forced movement, including "Forced movement can't move target into a square they couldn't enter by walking," and "If you're forced over a precipice or a pit, you can try to catch yourself before you fall."

    I'm pretty sure only pushes, pulls, and slides are defined as "forced movement." Teleportation gets a different section.
    I would say that any movement you're forced to take against your will is "forced movement." I don't really see why forcing someone to teleport is any different in that than forcing someone to step to the left 3 times.

    So you think you can't teleport someone into a space "they couldn't get to by walking"? You can't teleport someone into a cage, or onto the floor of a pit, or onto a rooftop, or to the other side of a ravine, or at the bottom of a river, or on the branch of a tree...?
    You could get to most of those places by walking (or climbing or swimming) eventually. If they're accessible by normal movement types than it's probably OK. Putting them 4 squares into the air or into a coffin you've already buried should probably be out, though.

    It doesn't say ""normal movement." It doesn't say "climbing" or "swimming" or even "falling." it says walking. If teleportation is forced movement, you can't teleport someone to any of those places.
    You're taking a massively powerful interpretation of the ability here. That's really the bottom line for me. Teleportation already has a lot of benefits over sliding or pushing without being completely unlimited as to ending spaces.

    OptimusZed on
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  • streeverstreever Registered User regular
    edited October 2009
    I think it really helps to visual forced movement when you're considering all this--
    visual shoving someone around

    that's why it's limited to "walking". You are literally shoving someone to a new spot. (Or tripping them & sending them tumbling/etc etc) That's why they get a save.

    Teleport can not and should not work that way, but it should have some limitations placed on it because it's super-powerful. Those limitations could be flavor-imposed (i.e. Avengers can only teleport targets to them to hit, because it's a manifestation of their subconcious desire to hurt their target)

    I don't think all versions of teleport need to be tied to the feywild, either--that seems like a stretch--that's a part of eladrin's innate tie to the feywild, not the basic magic of teleport.

    --

    Edit
    See, while it really is OP, I just think it's silly to limit it by shoe-horning it into "forced movement". Forced movement works very well and is a nice, simple system. Why break it to weaken teleport? Why not find another way to do the same thing?

    If you are going to start houseruling/RAIing, it's better to do this in a modular sense then to modify a core rule that works beautifully. Forced movement is great as is, so come up with limitations on teleportation.

    streever on
  • OptimusZedOptimusZed Registered User regular
    edited October 2009
    Maticore wrote: »
    OptimusZed wrote: »
    You never get pushed, pulled or slid by one of your own powers, but lots of characters can teleport themselves. I really see no reason why being teleported against your will shouldn't follow all the same rules as other forced movement types.

    Because they're quantified in completely different sections. For the record, there are plenty of powers that push or slide your allies. (Packmaster of Maldeen jumps to mind).

    These are the RAW, anything else is house rules.
    Allies. There are plenty of powers that push, pull or slide allies. Nothing that pushes, pulls or slides YOU. That's why teleportation gets it's own writeup, that and being an inherently more complicated method of travel than walking.

    Forced movement should be defined as "any movement that you are taking against your will." If that's a house rule, yippee.

    OptimusZed on
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  • MaticoreMaticore A Will To Power Registered User regular
    edited October 2009
    OptimusZed wrote: »
    You're taking a massively powerful interpretation of the ability here. That's really the bottom line for me. Teleportation already has a lot of benefits over sliding or pushing without being completely unlimited as to ending spaces.

    I think you need to read page 285 PHB into page 286 and realize that all the limitations on Pushes, Pulls, and Slides (collectively defined as forced movement) don't apply to teleports at all. Only the limitations on Teleports under the teleports sub-heading apply to teleports.

    EDIT: It is a house rule, one that I agree with.

    I'm really just making sure the record is straight and nobody gets confused as to what the book really says.

    Maticore on
  • HachfaceHachface Not the Minister Farrakhan you're thinking of Dammit, Shepard!Registered User regular
    edited October 2009
    OptimusZed wrote: »
    You're taking a massively powerful interpretation of the ability here. That's really the bottom line for me. Teleportation already has a lot of benefits over sliding or pushing without being completely unlimited as to ending spaces.

    RAW, I think vertical teleportation is possible, barring future errata.

    My above-mentioned ruling (no aeriel teleportation of any kind without a save) is total house rule, and actually makes teleportation less effective for using deep pits than push/slide/pull.

    Hachface on
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