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Infinite damage at level 1

Infiniti2000

First Post
Even so, being able to do 3d10 damage to every enemy in the area seems pretty sweet.

3 squares is only 1d10 damage (I don't believe it rounds up). I think you must've mistaken 3 squares for 30 feet. Even then, any with acrobatics will shake that off without difficulty at all. If the DM restricts it to 1 teleport per enemy, then that isn't so broken after all. For a daily.
 

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Stalker0

Legend
3 squares is only 1d10 damage (I don't believe it rounds up). I think you must've mistaken 3 squares for 30 feet. Even then, any with acrobatics will shake that off without difficulty at all. If the DM restricts it to 1 teleport per enemy, then that isn't so broken after all. For a daily.

Good call, got my math mixed up:)
 

Fanaelialae

Legend
Simplest errata would be to change it from free to minor. I believe I will do that.

That's a rather severe nerf. The power normally allows you to teleport multiple creatures (this limits it to one). Also, since the zone drags creatures in at the start of their turns, you'd only be able to teleport creatures who chose to end their turns in the zone. It renders the persisting zone effectively worthless.
 

Tale

First Post
Posted: 12:48 a.m. by Goku1440 I found an awesome loophole! On page 242 it says "Add oregano to taste!" It doesn't say how much oregano, or what sort of taste! You can add as much oregano as you want! I'm going to make my friends eat infinite oregano and they'll have to do it because the recipe says so!
 

Amaroq

Community Supporter
... So we're pretty much settled on this, then? Its a free action with a trigger, so its only going to happen to each creature once .. so its basically become:

"On the start of its turn, any enemy in the zone must make a saving throw or it takes 1d10 damage."

... When I word it that way, it doesn't sound terribly broken at all. Better, that's automatically nerfed for any indoor fight (either you've teleported him to the next floor, or into solid rock, right?).

At first level the "drop him for 1d10" feels reasonable .. by later levels I suspect there will be much more interesting / devious things to do with your teleport than deal a single 1d10 - unless its a minion. And plenty of zones are pretty much minion-kryptonite, so that's not too worrying either.
 


Antronach

First Post
This daily power as an effect line that teleport the target, then create some sort of pulling teleportation square. As a FREE ACTION, you can teleport someone in the square 3 squares. You can take as many free action as you want during your turn and during other character turn.

Almost, Falling 15' takes .96 seconds, and assuming this was the only action you've taken so far this turn, i'd rule it begins 2 seconds into the round, thus you could make him fall a maximum of 4 times, and since you're teleporting him to an unsafe square....

And as of January patch, teleportation is weaker.

Destination: Your destination must be a space
you can occupy without squeezing. If arriving in
the destination space would cause the target to fall
or if that space is hindering terrain, the target can
make a saving throw. On a save, the teleportation is
negated.
 

MadLordOfMilk

First Post
The simplest clarification might be to specify that the teleport must be to outside the zone.
Doesn't technically fix either problem. Teleporting vertically, the teleport destination is above the zone, not in the zone. Teleporting outside to a dangerous spot is also outside of the zone, so they just end up not moving until it works.

Almost, Falling 15' takes .96 seconds, and assuming this was the only action you've taken so far this turn, i'd rule it begins 2 seconds into the round, thus you could make him fall a maximum of 4 times, and since you're teleporting him to an unsafe square....

And as of January patch, teleportation is weaker.

Destination: Your destination must be a space
you can occupy without squeezing. If arriving in
the destination space would cause the target to fall
or if that space is hindering terrain, the target can
make a saving throw. On a save, the teleportation is
negated.
Sure, as a GM you can limit what they do. But, the thing is, they're still in the square if the teleport fails due to a save, so you can just repeat it until it works.

That, IMO, is the biggest potential problem. Teleporting into the air has always been iffy, but "spamming it until it works" is clearly a loophole :)
 
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Runestar

First Post
Simplest errata would be to change it from free to minor. I believe I will do that.

What's wrong with simply adding a stipulation that it may only be activated once during your turn?

That's the funny thing about turn-based combat. It may only last 6 seconds, but it is still long enough for a person to fall 15ft infinite times. ;)
 

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