At will teleport and other 4th ed player fun

I'm inclined to go against the fluff-as-written, and go with a short ranged teleport, that is powered by the same interactions that cause the shadowfell and felwild in the first place.

This allows me to place a variety of restrictions on the ability, as long as they are consistent with teleporting in general.
 

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The one I see the biggest abuse issue with is the Warlock's curse-kill-teleport since it can be at-will, as long as you have a sack/cage of something easily killable(say finches, cockroaches, puppies, snakes, whatever).

I suppose if they don't, I'll just borrow WoW's "critter" template, slap it on non-threats so they explicitly yield no xp, and add another WoW-esque "this ability only triggers if the target killed yielded experience..." onto it.

Actually, unless they have some clarification on the Warlock's teleport(and to a small degree the Eladrin's), abuses of these "cheap", low-level teleports are some of the biggest problems I see with 4E.

Maybe it's just overthinking, since technically a chicken is something like CR 1/10 and I've never had an issue with PCs buying out a county's poultry, slaughtering them, and levelling up(though that's where I figure high-level rural commoners come from :p )
 

There's a better flufful reason for the warlock teleport.

Cursing apparently grants the soul of the cursed creature to the Patron of the Warlock.

I'm not sure he wants insects or critters.
 


I'd prefer to see Fey Step as a ritual for crossing into the Feywild (and back). That would make it an excellent and flavourful adventuring tool while halting genre-breaking (for me) excesses like 1st level characters teleporting out of jails.

I like to see teleportation as a HIGH LEVEL thing, not something that every tom, dick and eladrin can do at 1st level :)
 

Final Attack said:
Could an eldrin fey step out of a grapple? Or being bound in manacles?
I think the eladrin actually walks through the feywild, so he has to start walking to use the ability. Since he is grappled, he can't walk away.

I would allow the eladrin to fey step out of manacles if the player at the same time accepted that the eladrin fey steps out of his clothes when he uses the ability ;) It seems the ability brings items along that you wear.
 

You are all wrong. 4E is a "Yes!" Edition so whenever the PC wants to do something say "Yes!" and let him roll (with a reasonable or good chance of success). The prison example is a good example of how you should not play 4E and also the dwarf example is not completely 4E compatible (no save or dies) /sarcasm.
 

Derren said:
You are all wrong. 4E is a "Yes!" Edition so whenever the PC wants to do something say "Yes!" and let him roll (with a reasonable or good chance of success). The prison example is a good example of how you should not play 4E and also the dwarf example is not completely 4E compatible (no save or dies) /sarcasm.

Er... this was sarcasm? :uhoh:
 

I think the Pit Fiend had teleport as a movement mode listed. If teleport is always considered some kind of movement, anything that stops movement generally will also stop teleport. I am saying might, and there could be arguments against it. I'd say I wait for the books or other official word on this one. ;)
 

How come no one made a comment about my post?

1. Mearls is supposedly the one writing the PHB powers
2. Mearls also wrote Bo9S
3. There are significant limitations in the teleport powers from Bo9S (Must be able to move, must have line of sight, must have line of effect, transports target and anything he's holding on his person (clothes, manacles etc) up to his max euncumberance.
4. The design of D&D is supposedly exception based meaning that if it works like M:TG design, unless the power explictly overrides a rule, it doesn't.

No offense, but if Bo9S is supposedly one of the previews, wouldn't the obvious solution be to look at Bo9S to see how it is handled?

Seriously, am I missing something here?
 

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