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Actions after Dimension Door


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Galbard said:
The overturned tables and longspears can be replaced with Pit Fiends gated in during a timestop and the result is the same. Unless the BBEG is willing to stop all teleportation spells (and his own summonings and emergency exit) he's not going to do anything about it by the RAW. That's pretty powerful for a 4th level spell.
Not quite. Forget about the tables. Put the Pit Fiends right next to the BBEG. Along with the fiends, use the Time Stop to cast Mislead, Haste, and Stoneskin on the BBEG. Have one of the BBEG's lieutenants dressed up in his livery and sitting on his throne. Make sure the sanctum is Desecrated prior to the battle.

How exactly is the Dimension Door going to spoil these plans? The problem is that you're trying to counter a 4th-level spell, which is a 7th-level+ resource, with 2nd-level defenses. As the game rises, offensive and defensive tactics change. Magic is involved more integrally. There are more tactical options, including Dimension Door, Teleport, and Fly. Eventually at very high levels you get to control the flow of battle in not only a horizontal (low level) and vertical (mid level) sense, but also in a temporal sense (removing certain rounds of combat entirely using spells such as Plane Shift and Maze.)

Start having your BBEG's defend against the threats they're likely to be facing, and you should be fine. Don't take away the players' toys. Accept them and make them use them to succeed.
 

Vaxalon said:
Have an enemy DD into their midst using the tactics they suggest, and then ask them whether they think it's fair.
Fair? Why would one want to fight fair in a life or death struggle? : )

Off-topic: It’s odd, but Power-gamers that do such things are often accused of be “rollplayers” instead of “roleplayers”, but imho finding every advantage you can to win a life/death fight seems more like “role”-playing, whereas being concerned with balance is more like “rollplaying” (not that I feel either style is bad at all).

Back to the topic: it's a good tactic, and if they coordinate it during a running battle, fine. If they use it to initiate a combat though, I‘d probably have everyone roll initiative after the Dimension door occurs.
 

Thanee said:
Yeah, according to the rules the action ends only for the caster and only with Dimension Door. There's nothing to argue. :)

Well, it depends on whether or not you consider the passengers to have 'used' the Dimension Door spell.

"What means did you utilise to get to that place?"
"Mialee's Dimension Door."
"So you used the spell to get there?"
"That's right."
"Well, after using this spell, you can't take any actions until your next turn."

Now, obviously, in most cases, they wouldn't be taking any actions until their next turn anyway, since the Dimension Door was cast on Mialee's turn. But if they wanted to speak, cast Feather Fall, or use an Immediate Action, I'd say the passengers are out of luck until their initiative comes up.

-Hyp.
 
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If that would be the case, one could transport an unlimited number of passengers and unlimited gear along with a single casting of that spell. :p

Because, if "you" would also refer to the passengers and not just the caster, then we would have a nice endless recursion there... ;)

Bye
Thanee
 


can you dimension door through areas of null magic?

Not that that has anything to do with the argument, just a sudden thought.

I'd say to initiaite combat it'd be a surprise round if the DDers knew where they were teleporting to, ie line of sight which would allow at least a chance for the people being attacked by DD to see the person doing it. Inside combat, the people would have to delary their actions which lowers initiative for the entire battle, which isn't too bad but could cause some problems.

I think I'd allow it as is, you just have to remember that a person's weight isn't just their equipment, you have to add in the weight of the person themselves. Currently in my campaign (9th level), the wizard can just barely transport two other party members, their general gear, and the wizard's gear with teleport or DD, so I don't see transporting a bunch of heavily armed fighters in with one go being TOO much of a problem. Then again, surprising people with a bunch of halfling rogue's seems to be an interesting way to spin this.

Also remember that unless there was a plan set out before hand or the wizard has some way of communicating with the party without the attackers hearing, DD might not be the most surprising tactic in combat.

But rambling aside, Surprise round as normal, and people can delay their actions until after the dimension door.
 

Corlon said:
can you dimension door through areas of null magic?

Yes, you just can't land (or start) in a null magic area. Dimension Door travel takes place through the astral plane, so you're never actually in the anti-magic zone.
 

Corlon said:
...you just have to remember that a person's weight isn't just their equipment, you have to add in the weight of the person themselves.

This is wrong.

You can bring along objects as long as their weight doesn’t exceed your maximum load. You may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent per three caster levels.

So, every creature transported (up to one per three caster levels, plus yourself and familiar (share spell)) can carry gear up to its respective maximum load along.

Bye
Thanee
 

Just a note of clarification on my previous post (forgive me its really late when I post and its squeezed in when Im not doing something at work). :)

In my interpretation of the spell, it specifically states:

"After using this spell, you can’t take any other actions until your next turn."

This I take to mean ANYONE who uses the spell, this includes anyone that goes through the door with the original caster. Thus no-one can attack when they come through the door unless they have Shadow Pounce. Their round consisted of a full-round move action. Hope that clarifies.
 

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