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General Tabletop Discussion
*Dungeons & Dragons
Can you teleport onto a ship?
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<blockquote data-quote="IceBear" data-source="post: 116750" data-attributes="member: 1118"><p>General Starlight, I told you already why I feel the way I do about this. My life is already filled with enough complexities that I don't want my HOBBY to be one of them. As I stated before I used to have a binder FULL of house rules and clarifications to try and realistically cover everything that I could. In the end, it made the game so much work it wasn't fun. That's all.</p><p></p><p>Basically I try to take the designers' intents and not over analyze the rules - that's what I meant by using the KISS principle. It's not that I CAN'T analyze the various rules to the nth degree to prepare for all possible situations (like teleporting onto a moving ship), it's just that I no longer WANT to. If some situation comes up that isn't 100% described by the rules I try to draw upon past experience, my players' thoughts on the ruling, and the designer intent and just go with it, without thinking about it too much.</p><p></p><p>Since I've seen examples in novels and in adventures where people have teleported to a moving ship (and I had it happen in an old D&D 2nd game with these same players), so I would probably allow it. If a DM doesn't allow it, I don't think that's wrong either. We just have to be consistent with the rulings. The more I think about it, if we are talking about an ongoing seafaring campaign and the wizard is teleporting to his own personal cabin (which is basically his home) I'd probably allow his magic to bring him to such a intimately well known place. But, if the PCs had paid of passage on a ship and then wanted to teleport back to it, I'd probably go with the scrying requirement first as was offered.</p><p></p><p>Anyway, when I perked up to defend Hong's Third Law it was in response to your incredibly long and detailed posting (perhaps the longest I have seen on this forum). Basically, I was under the impression that you were looking at the rule so closely that you were missing out on the big picture of the game. But, as I often have to remind myself, some people like to play that way - just because I no longer like doing things that way doesn't mean that others aren't entitled to it.</p><p></p><p>IceBear</p></blockquote><p></p>
[QUOTE="IceBear, post: 116750, member: 1118"] General Starlight, I told you already why I feel the way I do about this. My life is already filled with enough complexities that I don't want my HOBBY to be one of them. As I stated before I used to have a binder FULL of house rules and clarifications to try and realistically cover everything that I could. In the end, it made the game so much work it wasn't fun. That's all. Basically I try to take the designers' intents and not over analyze the rules - that's what I meant by using the KISS principle. It's not that I CAN'T analyze the various rules to the nth degree to prepare for all possible situations (like teleporting onto a moving ship), it's just that I no longer WANT to. If some situation comes up that isn't 100% described by the rules I try to draw upon past experience, my players' thoughts on the ruling, and the designer intent and just go with it, without thinking about it too much. Since I've seen examples in novels and in adventures where people have teleported to a moving ship (and I had it happen in an old D&D 2nd game with these same players), so I would probably allow it. If a DM doesn't allow it, I don't think that's wrong either. We just have to be consistent with the rulings. The more I think about it, if we are talking about an ongoing seafaring campaign and the wizard is teleporting to his own personal cabin (which is basically his home) I'd probably allow his magic to bring him to such a intimately well known place. But, if the PCs had paid of passage on a ship and then wanted to teleport back to it, I'd probably go with the scrying requirement first as was offered. Anyway, when I perked up to defend Hong's Third Law it was in response to your incredibly long and detailed posting (perhaps the longest I have seen on this forum). Basically, I was under the impression that you were looking at the rule so closely that you were missing out on the big picture of the game. But, as I often have to remind myself, some people like to play that way - just because I no longer like doing things that way doesn't mean that others aren't entitled to it. IceBear [/QUOTE]
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