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Community
General Tabletop Discussion
*Pathfinder & Starfinder
2 Teleportation Circles Trap
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<blockquote data-quote="apsuman" data-source="post: 245401" data-attributes="member: 1769"><p>I guess my answer falls into that category of "DMs call" because this is how I would rule it.</p><p></p><p>There is no "instant" in this game. Although combat is fought with initiative and player "turns" it is actually occuring in a parallel fluid simultaneous action. I would call the Teleportaion trap an "attack", just as being the caught in a fireball. After the firball, and after the teleport you get to have your "turn." In that turn you can move off the circle.</p><p></p><p>I am not saying that I am deeply entrencehed in this idea, but this is my idea of how I would handle it. I am sure that I could be presuaded otherwise.</p><p></p><p>Also, If you think about it (ok, when I think about it) it goes like this: If you step onto (or fall onto) the center of the circle you are instantly teleported away. You would either a) materialize in the certer of the other circle or b) be just a little (milimeters) above it so that you could fall onto the middle of the circle. And my thinking continues thusly... if you materialize on the other circle you did not step on it and can not activate it that way, if you materiaze just slightly above the other circle, then in that shortest of moments you get to act (if I were your DM).</p><p></p><p>Now, you might have to roll a LOT of skill checks to make it out of there but eventually you would have a 20.</p><p></p><p></p><p>you asked.</p><p></p><p>g!</p></blockquote><p></p>
[QUOTE="apsuman, post: 245401, member: 1769"] I guess my answer falls into that category of "DMs call" because this is how I would rule it. There is no "instant" in this game. Although combat is fought with initiative and player "turns" it is actually occuring in a parallel fluid simultaneous action. I would call the Teleportaion trap an "attack", just as being the caught in a fireball. After the firball, and after the teleport you get to have your "turn." In that turn you can move off the circle. I am not saying that I am deeply entrencehed in this idea, but this is my idea of how I would handle it. I am sure that I could be presuaded otherwise. Also, If you think about it (ok, when I think about it) it goes like this: If you step onto (or fall onto) the center of the circle you are instantly teleported away. You would either a) materialize in the certer of the other circle or b) be just a little (milimeters) above it so that you could fall onto the middle of the circle. And my thinking continues thusly... if you materialize on the other circle you did not step on it and can not activate it that way, if you materiaze just slightly above the other circle, then in that shortest of moments you get to act (if I were your DM). Now, you might have to roll a LOT of skill checks to make it out of there but eventually you would have a 20. you asked. g! [/QUOTE]
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2 Teleportation Circles Trap
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