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General Tabletop Discussion
*Pathfinder & Starfinder
close quarters vs teleport
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<blockquote data-quote="DreamChaser" data-source="post: 5101087" data-attributes="member: 1190"><p>It does...the teleport ability specifically states: Being immobilized or restrained doesn’t prevent a target from teleporting. If a target teleports away from a [BOLD]physical restraint[/BOLD], a monster’s grasp, or some other immobilizing effect that is located in a specific space, the target is no longer immobilized or restrained.</p><p></p><p>The core issue with Close Quarters as I see it is that the mechanism that describes the movement is unclear. It could be inferred that the rogue is attaching himself to the enemy except that the rogue can use the power on phasing / insubstantial / swarm foes. Thus, this inference is suspect.</p><p></p><p>The idea is general "stickiness" and the power specifies that the rogue can move with the target but it doesn't have the teleport keyword or grant phasing.</p><p></p><p>As a compromise, I think it would be fair interpret the rule to be that if the movement uses a mode of movement that you do not possess, the Close Quarters combat only works if you are still able to reach the target by shifting twice your speed. This means that flying up to a dangling platform, phasing through a wall to an unreachable chamber, teleporting across a 4 square pool of lava with no path around, or teleporting 20 squares away would trump the power but an eladrin or shadar-kai would not be able to ignore the power.</p><p></p><p>This avoids overpowering the ability by granting the rogue powers that aren't called out in the exploit but keeps it functional.</p><p></p><p>DC</p></blockquote><p></p>
[QUOTE="DreamChaser, post: 5101087, member: 1190"] It does...the teleport ability specifically states: Being immobilized or restrained doesn’t prevent a target from teleporting. If a target teleports away from a [BOLD]physical restraint[/BOLD], a monster’s grasp, or some other immobilizing effect that is located in a specific space, the target is no longer immobilized or restrained. The core issue with Close Quarters as I see it is that the mechanism that describes the movement is unclear. It could be inferred that the rogue is attaching himself to the enemy except that the rogue can use the power on phasing / insubstantial / swarm foes. Thus, this inference is suspect. The idea is general "stickiness" and the power specifies that the rogue can move with the target but it doesn't have the teleport keyword or grant phasing. As a compromise, I think it would be fair interpret the rule to be that if the movement uses a mode of movement that you do not possess, the Close Quarters combat only works if you are still able to reach the target by shifting twice your speed. This means that flying up to a dangling platform, phasing through a wall to an unreachable chamber, teleporting across a 4 square pool of lava with no path around, or teleporting 20 squares away would trump the power but an eladrin or shadar-kai would not be able to ignore the power. This avoids overpowering the ability by granting the rogue powers that aren't called out in the exploit but keeps it functional. DC [/QUOTE]
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close quarters vs teleport
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