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Chris just said why I hate wizard/fighter dynamic
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<blockquote data-quote="Maxperson" data-source="post: 8545432" data-attributes="member: 23751"><p>Yeah. There's a lot packed into what goes on with a botched teleport.</p><p></p><p>1. The possibility of something bad happening. This is an inherent part of the spell since there are bad places to end up as well as good one. No ruling or house rule is involved with that.</p><p>2. The ruling that a roll of a 1 indicates the possibility of the bad result. This is a ruling and not a house rule, because the game is silent on how to establish whether the inherent risk of something bad happening in teleport actually occurs, so a ruling is necessary.</p><p>3. The use of the Fate Deck to help out. This is pure house rule that kicks in with every roll that happens, with the exception of initiative rolls, even if then if it's a very important initiative roll it can happen.</p><p></p><p>I'd also like to add that the intended teleport spot can also increase or decrease the chances of danger. If the wizard is trying teleport the group back to the king's throne room to warn him of immediate danger to the realm and they botch it, ending up in a similar location is going to place them in front of a different king in that throne room. The unknown king's guards is not going to wait to ask questions of an unknown group of high level individuals who just appeared armed and ready in front of their king. The danger is going to be somewhere close to 100% and immediate. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":P" title="Stick out tongue :P" data-smilie="7"data-shortname=":P" /> On the other hand, teleporting to a peaceful elven glade you know about and getting a similar location is very unlikely to include that sort of danger.</p></blockquote><p></p>
[QUOTE="Maxperson, post: 8545432, member: 23751"] Yeah. There's a lot packed into what goes on with a botched teleport. 1. The possibility of something bad happening. This is an inherent part of the spell since there are bad places to end up as well as good one. No ruling or house rule is involved with that. 2. The ruling that a roll of a 1 indicates the possibility of the bad result. This is a ruling and not a house rule, because the game is silent on how to establish whether the inherent risk of something bad happening in teleport actually occurs, so a ruling is necessary. 3. The use of the Fate Deck to help out. This is pure house rule that kicks in with every roll that happens, with the exception of initiative rolls, even if then if it's a very important initiative roll it can happen. I'd also like to add that the intended teleport spot can also increase or decrease the chances of danger. If the wizard is trying teleport the group back to the king's throne room to warn him of immediate danger to the realm and they botch it, ending up in a similar location is going to place them in front of a different king in that throne room. The unknown king's guards is not going to wait to ask questions of an unknown group of high level individuals who just appeared armed and ready in front of their king. The danger is going to be somewhere close to 100% and immediate. :P On the other hand, teleporting to a peaceful elven glade you know about and getting a similar location is very unlikely to include that sort of danger. [/QUOTE]
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