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Can you teleport vertically?
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<blockquote data-quote="nute" data-source="post: 4988753" data-attributes="member: 10607"><p>On that note, is there anything in RAW that says a push/pull/slide must be horizontal movement? </p><p></p><p>The intent, obviously, is not to allow a power to knock a target 10-20 feet into the air - otherwise the possibility of Controllers turning into air-juggle combo masters would be insane. </p><p></p><p>But is it explicitly forbidden in the rules? </p><p></p><p>Teleportation's always tricky, and raises the following questions:</p><p></p><p>1) Can an eladrin use Fey Step to escape a grapple?</p><p></p><p>2) What initiative does gravity act on? For instance, Wally Wizard acts on initiative 20, Bob Barbarian acts on initiative 15, and Suzie Sorceror acts on initiative 7. </p><p></p><p>Bob is fighting Wally and Suzie, steps on a trap during his turn that teleports him 30 squares (150 feet) straight up. Logically as soon as he poits into open air, he should start falling. Since the 9.8m/s^2 calculations don't convert well to 5' squares and 6-second rounds, we have the issue of:</p><p></p><p>2a) How many feet does Bob fall per round? and</p><p>2b) When does this movement occur? </p><p></p><p>This could be important because perhaps both Wally and Suzie have ranged spells that they want to fire off as soon as Bob is in range - depending on when gravity acts to pull Bob downwards, one of them will have the chance (barring a readied action) to act first. </p><p></p><p></p><p>3) A character who would be forced into hindering terrain by a power gets a saving throw to halt their movement and fall prone in the closest safe square, IIRC. Does this apply if a character would be teleported into hindering terrain? Is there a difference between "offensive teleport" (forced movement) and a teleport-as-move-action power that would possibly take a PC into danger (teleporting onto apparently solid ground that's really just an illusion over a bottomless pit)?</p></blockquote><p></p>
[QUOTE="nute, post: 4988753, member: 10607"] On that note, is there anything in RAW that says a push/pull/slide must be horizontal movement? The intent, obviously, is not to allow a power to knock a target 10-20 feet into the air - otherwise the possibility of Controllers turning into air-juggle combo masters would be insane. But is it explicitly forbidden in the rules? Teleportation's always tricky, and raises the following questions: 1) Can an eladrin use Fey Step to escape a grapple? 2) What initiative does gravity act on? For instance, Wally Wizard acts on initiative 20, Bob Barbarian acts on initiative 15, and Suzie Sorceror acts on initiative 7. Bob is fighting Wally and Suzie, steps on a trap during his turn that teleports him 30 squares (150 feet) straight up. Logically as soon as he poits into open air, he should start falling. Since the 9.8m/s^2 calculations don't convert well to 5' squares and 6-second rounds, we have the issue of: 2a) How many feet does Bob fall per round? and 2b) When does this movement occur? This could be important because perhaps both Wally and Suzie have ranged spells that they want to fire off as soon as Bob is in range - depending on when gravity acts to pull Bob downwards, one of them will have the chance (barring a readied action) to act first. 3) A character who would be forced into hindering terrain by a power gets a saving throw to halt their movement and fall prone in the closest safe square, IIRC. Does this apply if a character would be teleported into hindering terrain? Is there a difference between "offensive teleport" (forced movement) and a teleport-as-move-action power that would possibly take a PC into danger (teleporting onto apparently solid ground that's really just an illusion over a bottomless pit)? [/QUOTE]
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