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*Dungeons & Dragons
Can you teleport onto a ship?
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<blockquote data-quote="General Starlight" data-source="post: 117258" data-attributes="member: 3653"><p><strong>TELEPORT</strong></p><p></p><p>I don't agree the teleport spell description says you MUST know the location and layout, or that if you don't know WHERE it is or WHAT is looks like (exactly), you won't be able to teleport. The spell doesn't say that, not really, IMHO. It says you must have some clear idea in mind, not that it must be right. And it doesn't say you can't teleport to the war lord's tent, but you can't 'simply' do it if A, B, OR C (as opposed to A,B, AND C for those who like semantics), and later modifies the whole thing by summing up what I think the intent is of the whole spell.</p><p></p><p> "The clearer the mental image, the more likely the teleportation works." After all, the very fact you can end up in some 'similar' area leads me to believe if you can imagine it, you can get there (maybe). The question is only, how close is your imagined destination to any thing real?</p><p></p><p> Semantics aside, which I'm sure annoy some anyway, Caliban is, of course, perfectly correct, IMHO, in ruling a destination that changed its location would probably be "Description" at best, and if it no longer existed, "False Destination" at worst.</p><p></p><p> I still really like the idea of preparing an area with a special, more fixed rune or mark, and though the spell doesn't say anything like that, I'd allow a PC to up grade the category by at least one class of familiarity if they did so (maybe even making an overly familiar class). Such a fixed rune is hard to change, remains fixed relative to its surroundings, and can be staggeringly unique in all the universe, thus making the spell's focus on it that much more likely. It has the added benefit of matching with some previous things where one was teleporting to their own ship, but more importantly for me, I'd rather allow my players greater lee way to teleport home more safely. Needing a 7th level spell to do this safely seems a bit much. Besides, it's the ability to teleport anywhere blindly, or to go to other areas they haven't specially prepared first that's more of a problem.</p><p></p><p> Teleport without error seems obvious enough, but I do wonder why they got rid of the ability it formerly had to move to other planes of existence. Anyone have some insight into the author's intent there?</p><p></p><p> Jim.<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f60e.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":cool:" title="Cool :cool:" data-smilie="6"data-shortname=":cool:" /></p></blockquote><p></p>
[QUOTE="General Starlight, post: 117258, member: 3653"] [b]TELEPORT[/b] I don't agree the teleport spell description says you MUST know the location and layout, or that if you don't know WHERE it is or WHAT is looks like (exactly), you won't be able to teleport. The spell doesn't say that, not really, IMHO. It says you must have some clear idea in mind, not that it must be right. And it doesn't say you can't teleport to the war lord's tent, but you can't 'simply' do it if A, B, OR C (as opposed to A,B, AND C for those who like semantics), and later modifies the whole thing by summing up what I think the intent is of the whole spell. "The clearer the mental image, the more likely the teleportation works." After all, the very fact you can end up in some 'similar' area leads me to believe if you can imagine it, you can get there (maybe). The question is only, how close is your imagined destination to any thing real? Semantics aside, which I'm sure annoy some anyway, Caliban is, of course, perfectly correct, IMHO, in ruling a destination that changed its location would probably be "Description" at best, and if it no longer existed, "False Destination" at worst. I still really like the idea of preparing an area with a special, more fixed rune or mark, and though the spell doesn't say anything like that, I'd allow a PC to up grade the category by at least one class of familiarity if they did so (maybe even making an overly familiar class). Such a fixed rune is hard to change, remains fixed relative to its surroundings, and can be staggeringly unique in all the universe, thus making the spell's focus on it that much more likely. It has the added benefit of matching with some previous things where one was teleporting to their own ship, but more importantly for me, I'd rather allow my players greater lee way to teleport home more safely. Needing a 7th level spell to do this safely seems a bit much. Besides, it's the ability to teleport anywhere blindly, or to go to other areas they haven't specially prepared first that's more of a problem. Teleport without error seems obvious enough, but I do wonder why they got rid of the ability it formerly had to move to other planes of existence. Anyone have some insight into the author's intent there? Jim.:cool: [/QUOTE]
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