D&D General Does anyone else title their D&D sessions?

30 Minutes Spent Debating If Teleportation Conserves Momentum.
Off-topic, but I’ve been thinking about this a lot, and I think it could be quite interesting for epic gish fights. Alas, the ruleset in general has very little regards for physics so bolting that on would require a lot of additional scaffolding to make it stand. Would be quite interesting though!
 

log in or register to remove this ad


Off-topic, but I’ve been thinking about this a lot, and I think it could be quite interesting for epic gish fights. Alas, the ruleset in general has very little regards for physics so bolting that on would require a lot of additional scaffolding to make it stand. Would be quite interesting though!

HERO System allows you to buy teleport with a modifier: "no conservation of momentum." It's quite cheap to buy. And the cahracter can use it or not, as they wish, when they teleport. Solves the issue nicely.

For non-point systems, maybe let characters simulate that with baby feats. Or make it a higher levels spell. Or a class/school ability gained at a certain level.
 

My friends like to but personally I like to pass. Then again I'm running a vibes based game where I do literally whatever with no worry for if the narrative makes sense (it hasn't reached the point where good writing really matters though so :P) but if I was running a highly narrative game- I might?
 

Off-topic, but I’ve been thinking about this a lot, and I think it could be quite interesting for epic gish fights. Alas, the ruleset in general has very little regards for physics so bolting that on would require a lot of additional scaffolding to make it stand. Would be quite interesting though!
For what it's worth, the Pathfinder 1E rules cover this (in the Falling section of the Core Rulebook, rather than in the rules for teleportation), which is still more than the 3.5 Core Rules had to say on the subject (that I recall).
 

For what it's worth, the Pathfinder 1E rules cover this (in the Falling section of the Core Rulebook, rather than in the rules for teleportation), which is still more than the 3.5 Core Rules had to say on the subject (that I recall).

Interesting, I didn't know that...

PF 1e rules said:
A character cannot cast a spell while falling, unless the fall is greater than 500 feet or the spell is an immediate action, such as feather fall. Casting a spell while falling requires a concentration check with a DC equal to 20 + the spell's level. Casting teleport or a similar spell while falling does not end your momentum, it just changes your location, meaning that you still take falling damage, even if you arrive atop a solid surface.

The conservation of momentum is what I had imagined should happen. This means you could climb a tall mountain, jump off a cliff, then after gaining maximum downward momentum, cast teleport right on top of your nemesis, and elbow drop them with an additional 20d6 to both of you. You just need to hope they don't dodge out of the way, nor are they waiting for you with a readied spear set against your vertical charge :ROFLMAO: :geek:
 

Interesting, I didn't know that...



The conservation of momentum is what I had imagined should happen. This means you could climb a tall mountain, jump off a cliff, then after gaining maximum downward momentum, cast teleport right on top of your nemesis, and elbow drop them with an additional 20d6 to both of you. You just need to hope they don't dodge out of the way, nor are they waiting for you with a readied spear set against your vertical charge :ROFLMAO: :geek:
macho-man-flying-elbow-drop.gif
 

Recent & Upcoming Releases

Remove ads

Top