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attacking without attacking
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<blockquote data-quote="FurryFighter" data-source="post: 4949580" data-attributes="member: 85087"><p>The DMG wants you to extrapolate "reasonableness" on your own. Bag of Rats isnt even a rule, its a guideline to stop gameplay from being degraded by using a power in a way that it isnt meant to be used. Using powers in new ways is good and imaginative - as long as it has a degree of reasonableness.</p><p></p><p>Using an attack power to simply teleport does not seem reasonable. If that class wanted you to be able to teleport around on your whim, they'd give you a teleportation power equivalent that just required a clear space as the only requisite.</p><p></p><p>I ask, how is thievery play, athletics, acrobatics, and other such gameplay devices, that are meant to increase the enjoyment of the game, improved at all by having a shortcut easily accessible like this one?</p><p></p><p>Possible ways for a DM to discourage uses like this: have a set of "smackdown" traps, triggers, and other assortments saved for exactly this type of thing. Allow a player to teleport, and then they get face arrowed, attacked by 10 swarms of rats, release a pressure plate that kills the rest of the party, etc etc. Negative reinforcement works well to stop a person doing something. I like players having free reign. If they work within a framework of "reasonable" actions, even if it destroys the chance of an encounter that had been diligently created, or causes the campaign to require some shifting, or even just a little area in that campaign, its a good thing to allow. This other business is unnecessary and takes from the other components of the game.</p></blockquote><p></p>
[QUOTE="FurryFighter, post: 4949580, member: 85087"] The DMG wants you to extrapolate "reasonableness" on your own. Bag of Rats isnt even a rule, its a guideline to stop gameplay from being degraded by using a power in a way that it isnt meant to be used. Using powers in new ways is good and imaginative - as long as it has a degree of reasonableness. Using an attack power to simply teleport does not seem reasonable. If that class wanted you to be able to teleport around on your whim, they'd give you a teleportation power equivalent that just required a clear space as the only requisite. I ask, how is thievery play, athletics, acrobatics, and other such gameplay devices, that are meant to increase the enjoyment of the game, improved at all by having a shortcut easily accessible like this one? Possible ways for a DM to discourage uses like this: have a set of "smackdown" traps, triggers, and other assortments saved for exactly this type of thing. Allow a player to teleport, and then they get face arrowed, attacked by 10 swarms of rats, release a pressure plate that kills the rest of the party, etc etc. Negative reinforcement works well to stop a person doing something. I like players having free reign. If they work within a framework of "reasonable" actions, even if it destroys the chance of an encounter that had been diligently created, or causes the campaign to require some shifting, or even just a little area in that campaign, its a good thing to allow. This other business is unnecessary and takes from the other components of the game. [/QUOTE]
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