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At will teleport and other 4th ed player fun
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<blockquote data-quote="Dausuul" data-source="post: 4152309" data-attributes="member: 58197"><p>I agree that if Fey Step is a once-per-encounter teleport with no limitations, there are problems. I can see two possible solutions offhand; a mechanically simple and balanced one that requires throwing out the standard fluff text, and a somewhat wonkier, more complex one with more verisimilitude.</p><p></p><p>The simple solution: The fluff text is lying, Fey Step has nothing to do with the Feywild, it's just a short-range teleport that requires line of sight/effect. No bamfing through walls, period. Also note that medieval dungeons were not big on windows. (I suspect this will be what is written in the actual rules, minus the bit about how the fluff text is lying.)</p><p></p><p>The complex solution: Fey Step is literally what the fluff text describes--you shift into the Feywild, move, shift back. You can go through some walls, since most buildings in the Middle World* don't exist in the Feywild, and you can use it to evade opponents who could otherwise block you or make opportunity attacks. However:</p><p></p><ul> <li data-xf-list-type="ul">You can't bypass any kind of natural barrier, such as a chasm or natural rock wall <em>(since those exist in both planes)</em>.</li> <li data-xf-list-type="ul">You can only use the ability in the Middle World or the Shadowfell <em>(since the Astral Sea and the Elemental Tempest don't have Feywild analogues, much less the Far Realm, and it obviously does you no good to use the ability in the Feywild itself)</em>.</li> <li data-xf-list-type="ul">You can't use it at all if you're in any kind of underground excavation <em>(since the excavation doesn't exist in the Feywild, you'd be entombing yourself alive; this prevents escape from a typical castle dungeon)</em>.</li> <li data-xf-list-type="ul">You can't use it to travel through the air <em>(since stepping into the Feywild does not enable you to fly)</em>.</li> <li data-xf-list-type="ul">Especially tricksy enemies may ambush you in the Feywild, taking advantage of the opportunity to catch you away from the rest of your party.</li> </ul><p></p><p>Either way works pretty well for me. The magical nature of eladrin is such that I could quite easily see them having a short-range teleport power; on the other hand, the literal "step into the Feywild" interpretation opens up a lot of interesting possibilities. (Of course, it also brings up the question, "If I step into the Feywild at the start of my move, how come I gotta step back at the end of it? Can't I just stay in the Feywild?")</p><p></p><p>*Middle World: The (a) 4E name for the Prime Material Plane. See "Worlds & Monsters."</p></blockquote><p></p>
[QUOTE="Dausuul, post: 4152309, member: 58197"] I agree that if Fey Step is a once-per-encounter teleport with no limitations, there are problems. I can see two possible solutions offhand; a mechanically simple and balanced one that requires throwing out the standard fluff text, and a somewhat wonkier, more complex one with more verisimilitude. The simple solution: The fluff text is lying, Fey Step has nothing to do with the Feywild, it's just a short-range teleport that requires line of sight/effect. No bamfing through walls, period. Also note that medieval dungeons were not big on windows. (I suspect this will be what is written in the actual rules, minus the bit about how the fluff text is lying.) The complex solution: Fey Step is literally what the fluff text describes--you shift into the Feywild, move, shift back. You can go through some walls, since most buildings in the Middle World* don't exist in the Feywild, and you can use it to evade opponents who could otherwise block you or make opportunity attacks. However: [list] [*]You can't bypass any kind of natural barrier, such as a chasm or natural rock wall [I](since those exist in both planes)[/I]. [*]You can only use the ability in the Middle World or the Shadowfell [I](since the Astral Sea and the Elemental Tempest don't have Feywild analogues, much less the Far Realm, and it obviously does you no good to use the ability in the Feywild itself)[/I]. [*]You can't use it at all if you're in any kind of underground excavation [i](since the excavation doesn't exist in the Feywild, you'd be entombing yourself alive; this prevents escape from a typical castle dungeon)[/i]. [*]You can't use it to travel through the air [i](since stepping into the Feywild does not enable you to fly)[/i]. [*]Especially tricksy enemies may ambush you in the Feywild, taking advantage of the opportunity to catch you away from the rest of your party. [/list] Either way works pretty well for me. The magical nature of eladrin is such that I could quite easily see them having a short-range teleport power; on the other hand, the literal "step into the Feywild" interpretation opens up a lot of interesting possibilities. (Of course, it also brings up the question, "If I step into the Feywild at the start of my move, how come I gotta step back at the end of it? Can't I just stay in the Feywild?") *Middle World: The (a) 4E name for the Prime Material Plane. See "Worlds & Monsters." [/QUOTE]
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