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Denied DEX = Flat-Footed?
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<blockquote data-quote="aboyd" data-source="post: 4960657" data-attributes="member: 44797"><p>It's probably good advice to nerf it somehow. I allowed it fully in my campaign, because my point of view was that it wasn't much better than a mirror image spell -- that is, it'll prevent you from getting hit a few times, and then that's it, back to normal. At least, that's how I played an NPC villian that was using the ability.</p><p></p><p>However, the players were different. They were pissed about the ability being used by a villain, and since you only need a 1 level dip in wizard to get it fully, <em>three</em> characters took it for their next level up, after they encountered the villain who used it. In addition, their first use was not to get out of danger, but instead to get behind a door that they shouldn't have been able to get past at their level.</p><p></p><p>At first, I nerfed it by saying that it worked like a real Teleport spell, with die rolls for misdirection and botched landings and all that. However, none of the players bothered with the rolls in the heat of battle. That's when I realized that there are 3 items in the Magic Item Compendium that share a teleport mechanism that is easy (no die rolls) and makes sense. The items are: Anklet of Translocation, Boots of Swift Passage, and Dimension Stride Boots. So now it follows the system used by those items (that is, you need line of sight, line of effect, can only take your max load with no riders, and if you try to teleport into an occupied square it fails and the use is expended).</p><p></p><p>Adding a limitation such as "the number of daily uses is equal to your Intelligence bonus or your class level, <em>whichever is lower,</em>" would be another good idea to prevent it from becoming a one-level dip for every single character.</p></blockquote><p></p>
[QUOTE="aboyd, post: 4960657, member: 44797"] It's probably good advice to nerf it somehow. I allowed it fully in my campaign, because my point of view was that it wasn't much better than a mirror image spell -- that is, it'll prevent you from getting hit a few times, and then that's it, back to normal. At least, that's how I played an NPC villian that was using the ability. However, the players were different. They were pissed about the ability being used by a villain, and since you only need a 1 level dip in wizard to get it fully, [i]three[/i] characters took it for their next level up, after they encountered the villain who used it. In addition, their first use was not to get out of danger, but instead to get behind a door that they shouldn't have been able to get past at their level. At first, I nerfed it by saying that it worked like a real Teleport spell, with die rolls for misdirection and botched landings and all that. However, none of the players bothered with the rolls in the heat of battle. That's when I realized that there are 3 items in the Magic Item Compendium that share a teleport mechanism that is easy (no die rolls) and makes sense. The items are: Anklet of Translocation, Boots of Swift Passage, and Dimension Stride Boots. So now it follows the system used by those items (that is, you need line of sight, line of effect, can only take your max load with no riders, and if you try to teleport into an occupied square it fails and the use is expended). Adding a limitation such as "the number of daily uses is equal to your Intelligence bonus or your class level, [i]whichever is lower,[/i]" would be another good idea to prevent it from becoming a one-level dip for every single character. [/QUOTE]
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Denied DEX = Flat-Footed?
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