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Does teleportation negate falling damage?
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<blockquote data-quote="Kaffis" data-source="post: 4304994" data-attributes="member: 10305"><p>You'd still take 5 squares of falling. If you fall 5 squares, and then change your momentum so you're "falling" upwards, you'll come to a stop 5 squares up from your arrival point. Then, you'll 5 five squares again. All changing the orientation to up does is increase your air time. If you want to bleed energy, you have to do so in the horizontal axes, not the vertical axis.</p><p></p><p>Now, if there were a ledge you were trying to "jump down" to, that was, say, 5 feet up in a 10 foot pit, you could fall 5 feet, teleport to the bottom and change your momentum's direction to up, and then alight with no damage on the ledge after allowing gravity to slow your ascent to a rest 5 squares up from the bottom. But then, you could've just teleported straight to the ledge from the top.</p><p></p><p>Finally, I'm not sure I buy the notion of changing direction of momentum with non-portal teleportation. If I teleport, I just disappear one place, and arrive at the next. There's no external frame of reference (such as a portal would provide) to leverage a change in orientation or momentum. The exception might be something like the warlock's fey step, where his teleportation is marked by a silvery line of wispy whatever. If he wanted to trace and indirect path to count his teleportation distance, I'd be okay with changing direction that way, since the silvery stuff indicates that it's not a true teleport, but rather a rapid, intangible travel represented by teleportation rules. Since this exception could be flavored as actually passing through space, it can retain (and change) orientation and momentum as dictated by the path. Granted, fey step is, what, 3 squares? So that puts a bit of a damper on how wonky such a redirection could be.</p></blockquote><p></p>
[QUOTE="Kaffis, post: 4304994, member: 10305"] You'd still take 5 squares of falling. If you fall 5 squares, and then change your momentum so you're "falling" upwards, you'll come to a stop 5 squares up from your arrival point. Then, you'll 5 five squares again. All changing the orientation to up does is increase your air time. If you want to bleed energy, you have to do so in the horizontal axes, not the vertical axis. Now, if there were a ledge you were trying to "jump down" to, that was, say, 5 feet up in a 10 foot pit, you could fall 5 feet, teleport to the bottom and change your momentum's direction to up, and then alight with no damage on the ledge after allowing gravity to slow your ascent to a rest 5 squares up from the bottom. But then, you could've just teleported straight to the ledge from the top. Finally, I'm not sure I buy the notion of changing direction of momentum with non-portal teleportation. If I teleport, I just disappear one place, and arrive at the next. There's no external frame of reference (such as a portal would provide) to leverage a change in orientation or momentum. The exception might be something like the warlock's fey step, where his teleportation is marked by a silvery line of wispy whatever. If he wanted to trace and indirect path to count his teleportation distance, I'd be okay with changing direction that way, since the silvery stuff indicates that it's not a true teleport, but rather a rapid, intangible travel represented by teleportation rules. Since this exception could be flavored as actually passing through space, it can retain (and change) orientation and momentum as dictated by the path. Granted, fey step is, what, 3 squares? So that puts a bit of a damper on how wonky such a redirection could be. [/QUOTE]
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Does teleportation negate falling damage?
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