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Abrupt Jaunt change;
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<blockquote data-quote="Ranger19k" data-source="post: 5570570" data-attributes="member: 98621"><p>Celebrim - Completely agree. It's still awesome even as a swift action, but we found it to be less game breaking that way.</p><p></p><p> </p><p></p><p></p><p>Xaviar, I'm not sure where you are going with the DC save thing. The Immediate Magic description says the "save DC (if any")...." suggesting that some give saves and some do not. The ones that require a save are the ones that list a save in their description (see enchantment and necromancy). Abrupt jaunt doesn't list a save, so it doesn't have any. Besides, it doesn't effect anyone else, just yourself, so why would there ever be a save? Are you saving against your own ability?</p><p></p><p>So no, I disagree, there is no save involved with Abrupt Jaunt.</p><p></p><p>I believe you are underestimating the utility of that ability being used as an immediate action as written. If you don't see it as being problematic, then by all means go ahead and adopt it as is into your campaign. We found it too broken as an immediate action but more reasonable as a swift action and decided to run with that.</p><p></p><p>I know that others limit it as a move action or a "turn-for-turn" exchange requiring that you are dazed for a round after use. They all work, it just depends how much you want to gimp the thing. We gimped it a bit and were fine with it. If one wants to nerf a bit more, then go with those other two options. And if you are fine with your conjurer being hi-nigh invincible, then leave it as it is.</p></blockquote><p></p>
[QUOTE="Ranger19k, post: 5570570, member: 98621"] Celebrim - Completely agree. It's still awesome even as a swift action, but we found it to be less game breaking that way. Xaviar, I'm not sure where you are going with the DC save thing. The Immediate Magic description says the "save DC (if any")...." suggesting that some give saves and some do not. The ones that require a save are the ones that list a save in their description (see enchantment and necromancy). Abrupt jaunt doesn't list a save, so it doesn't have any. Besides, it doesn't effect anyone else, just yourself, so why would there ever be a save? Are you saving against your own ability? So no, I disagree, there is no save involved with Abrupt Jaunt. I believe you are underestimating the utility of that ability being used as an immediate action as written. If you don't see it as being problematic, then by all means go ahead and adopt it as is into your campaign. We found it too broken as an immediate action but more reasonable as a swift action and decided to run with that. I know that others limit it as a move action or a "turn-for-turn" exchange requiring that you are dazed for a round after use. They all work, it just depends how much you want to gimp the thing. We gimped it a bit and were fine with it. If one wants to nerf a bit more, then go with those other two options. And if you are fine with your conjurer being hi-nigh invincible, then leave it as it is. [/QUOTE]
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