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Old 5th November 2009, 01:05 AM   #1 (permalink)
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Teleportation and prone

This has come up more than once in our games.

If an eladrin is prone and then teleports, can he arrive at his destination standing up? Or MUST he be prone and then spend another move action to get up?
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Old 5th November 2009, 01:06 AM   #2 (permalink)
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Until he stands up, he's still prone.
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Old 5th November 2009, 01:06 AM   #3 (permalink)
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There's nothing in the Teleport rules that speaks to removing conditions. If you were prone, poisoned, or blinded, you'll still be suffering after teleporting.
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Old 5th November 2009, 05:36 AM   #4 (permalink)
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Well, in my game our usually by the book DM lets my feylock auto stand from prone during a teleport. For game world verisimilitude, it seems awfully minor to rotate one's self 90 degrees when defying the laws of reality with almost every round teleports. I do focus on all that with my feats, power choices, and items.

I know it is not RAW, but it seems to make sense for my character. Perhaps I wouldnt expect that from a character that rarely does such things.
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Old 5th November 2009, 06:41 AM   #5 (permalink)
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Thanks guys.
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Old 5th November 2009, 07:30 AM   #6 (permalink)
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I feel like a feat would be a good idea for this concept

Teleportation Initiate - Heroic Tier Feat
"After the first 100 times, the nausea starts to fade. After 500, you start to learn a few tricks."
When you spend an action to teleport, you can stand up from prone as part of the same action. In addition, once per encounter, you can double the distance of any teleportation you spend an action to make.

Teleportation Adept - Paragon Tier Fiet(Prerequisites: Teleportation Initiate feat, any power with the Teleportation Keyword)
When knocked prone, pushed, or pulled, you can teleport 1 square as an immediate reaction. This reaction must take place after the entire distance of the push or pull is resolved. In addition, add 1 square to the distance of any teleportation you spend an action to make.

Probably pretty weak, but that was fun anyway.
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Old 5th November 2009, 11:53 AM   #7 (permalink)
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I agree with the feat solution. Don't add benefits to teleporting without requiring something in return. Teleportation is powerful enough without using it to remove conditions.
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Old 5th November 2009, 02:00 PM   #8 (permalink)
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My DM has ruled (and I agree) that the Eladrin cannot fey step when he's prone. You must be standing in order to walk through the fey realm. I imagine the same would apply to our warlock's shadow walk, but it hasn't come up.
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Old 5th November 2009, 06:04 PM   #9 (permalink)
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The artificial limitation based on flavor text is really a poor choice. It certainly violates the RAW as quoted in the thread on prone and movement.

For those who allow standing up as part of teleporting, you should also allow it for shifting powers.
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Old 6th November 2009, 02:05 AM   #10 (permalink)
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Here's a gimmick:

Just be sure you are wearing any one of the number of magic items that states you always land on your feet after a fall (like Catstep Boots, or example). Then, when teleporting, just make sure to specify you want to be 5 feet above your desired destination...

BAM! Your on your feet for free.

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Old 6th November 2009, 02:38 AM   #11 (permalink)
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Quote:
Originally Posted by Corwin View Post
Here's a gimmick:

Just be sure you are wearing any one of the number of magic items that states you always land on your feet after a fall (like Catstep Boots, or example). Then, when teleporting, just make sure to specify you want to be 5 feet above your desired destination...

BAM! Your on your feet for free.

You win 1 internets.
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Old 6th November 2009, 02:51 AM   #12 (permalink)
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Quote:
Originally Posted by Corwin View Post
Here's a gimmick:

Just be sure you are wearing any one of the number of magic items that states you always land on your feet after a fall (like Catstep Boots, or example). Then, when teleporting, just make sure to specify you want to be 5 feet above your desired destination...

BAM! Your on your feet for free.

It depends on how you interpret this part of the Teleportation rules:

Destination: Your destination must be a space you can occupy without squeezing.

I personally append that text to "...you can occupy without squeezing at the end of your turn.". This prevents being able to teleport up into the air, which introduces many worms in my opinion.
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Old 6th November 2009, 06:38 AM   #13 (permalink)
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What unbalancing thing can happen from allowing vertical teleportation?
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Old 6th November 2009, 11:45 AM   #14 (permalink)
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Circumvernting climb challenges. Going to save places vs. melee foes. - Not so problematic usually.

It can become problematic with forced teleports as you add extra damage.
Rotating people while teleporting also makes forced teleports too good.

With the feat however i could even imagine a second benefit: when you force teleport someone cou can also knock the target prone.

edit:
For shadow walk and fey step i would allow crawling/rolling through the feywild or shadow
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Old 10th November 2009, 12:04 AM   #15 (permalink)
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From the WotC Rules board FAQ (if desired):
Can you Teleportation from the prone position to an upright position? Teleportation does not remove the prone condition. However your DM might allow you to teleport into the air above the ground in order to use acrobatics to land on your feet. Discussed here.
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Old 10th November 2009, 03:19 PM   #16 (permalink)
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Originally Posted by vic20 View Post
It depends on how you interpret this part of the Teleportation rules:

Destination: Your destination must be a space you can occupy without squeezing.

I personally append that text to "...you can occupy without squeezing at the end of your turn.". This prevents being able to teleport up into the air, which introduces many worms in my opinion.
You can occupy a square in the air at the end of your turn, although the situation where you WOULD be is only if you're falling far enough that you're still falling at the end of the turn.
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Old 10th November 2009, 08:04 PM   #17 (permalink)
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Originally Posted by webrunner View Post
You can occupy a square in the air at the end of your turn, although the situation where you WOULD be is only if you're falling far enough that you're still falling at the end of the turn.
True, but you didn't choose to be there; game physics required it.
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