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Dhampir teleporting onto a wall. Stick or fall?
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<blockquote data-quote="Willie the Duck" data-source="post: 9307659" data-attributes="member: 6799660"><p>That space is full of ceiling, you can't teleport to it. They are (presumably) teleporting to as close to the ceiling as they can and grabbing it just like if they were climbing up to the ceiling on a ladder (or at least at the top of a jump to the ceiling, where they have no net downward velocity). I don't know if D&D has any leaping-spider type creatures, but if you can leap to a ceiling and stick to it, it should work equally for teleporting to the ceiling.</p><p></p><p>I guess my main point is that it is, barring some reaction-action teleports I am forgetting, their turn, so they just used their action or bonus action to teleport, and then start utilizing their movement action to move along the the ceiling with no specified time gap between. Why this should not work for them, but work for a flier that similarly teleported to that location is not clear -- the climber has to affix themselves to the ceiling by initiating their climbing movement speed, and the flier has to initiate their movement speed in the same way, and if we rule that there is a time gap there for one, it should be there for both of them (in which case they are both doomed, since falling is instantaneous and flying creatures can't seem to 'catch themselves' from a fall). </p><p></p><p></p><p>There's a certain fighter-v-wizard argument that goes something like 'martials can't ever do anything because someone thinks they know what the experience they are attempting would be like, but no one knows what magic would be like.' I think that's a real danger of this in situations like this, and it's likely to negatively effect your characters doing the exact things one personally has a passion for. Nearly everything adventurers do is just plain improbably risky or impractical -- venturing into dangerous holes in the ground in full harness armor, leaping from platforms to platforms over neigh-bottomless pits, going to battle with giants or megafauna, etc. If we suddenly impose realism onto the fields we happen to have personal interest in, those are the ones we're going to render impossible to our characters (meanwhile the rock climber's character can use their longbow in the rain, whereas the player who personally is into archery would have their character keep the bowstring dry but be able to climb in improbable scenarios, etc.). I'm not really taking a position here, so much as warning about a potential issue.</p></blockquote><p></p>
[QUOTE="Willie the Duck, post: 9307659, member: 6799660"] That space is full of ceiling, you can't teleport to it. They are (presumably) teleporting to as close to the ceiling as they can and grabbing it just like if they were climbing up to the ceiling on a ladder (or at least at the top of a jump to the ceiling, where they have no net downward velocity). I don't know if D&D has any leaping-spider type creatures, but if you can leap to a ceiling and stick to it, it should work equally for teleporting to the ceiling. I guess my main point is that it is, barring some reaction-action teleports I am forgetting, their turn, so they just used their action or bonus action to teleport, and then start utilizing their movement action to move along the the ceiling with no specified time gap between. Why this should not work for them, but work for a flier that similarly teleported to that location is not clear -- the climber has to affix themselves to the ceiling by initiating their climbing movement speed, and the flier has to initiate their movement speed in the same way, and if we rule that there is a time gap there for one, it should be there for both of them (in which case they are both doomed, since falling is instantaneous and flying creatures can't seem to 'catch themselves' from a fall). There's a certain fighter-v-wizard argument that goes something like 'martials can't ever do anything because someone thinks they know what the experience they are attempting would be like, but no one knows what magic would be like.' I think that's a real danger of this in situations like this, and it's likely to negatively effect your characters doing the exact things one personally has a passion for. Nearly everything adventurers do is just plain improbably risky or impractical -- venturing into dangerous holes in the ground in full harness armor, leaping from platforms to platforms over neigh-bottomless pits, going to battle with giants or megafauna, etc. If we suddenly impose realism onto the fields we happen to have personal interest in, those are the ones we're going to render impossible to our characters (meanwhile the rock climber's character can use their longbow in the rain, whereas the player who personally is into archery would have their character keep the bowstring dry but be able to climb in improbable scenarios, etc.). I'm not really taking a position here, so much as warning about a potential issue. [/QUOTE]
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Dhampir teleporting onto a wall. Stick or fall?
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