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Does teleportation negate falling damage?
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<blockquote data-quote="Primitive Screwhead" data-source="post: 4306436" data-attributes="member: 20805"><p>I think folks are working overtime on this..</p><p></p><p>Momentum carries through a teleport when its appropriately heroic. Generally this is at the option of the person teleporting.</p><p></p><p>This mirrors how it works in the movie Jumpers and fits most stories.</p><p></p><p>This allows the 'cool' stunts of jumping through a portcullis and over a moat. However, the player still has to abide by the restrictions of the actoin economy.. meaning such a jump is only possibly by burning three Move actions in one round. {Action point!}</p><p></p><p>It also allows a Feystep to negate a fall...but only with a readied standard action to 'step when at the right distance from the ground. Something a RBDM might require an INT check to avoid mis-timing <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>Simple to run at the table and no need to do weird mental gymnastics.</p><p></p><p>Of course, most of this discussion would be negated if they simply declared Feystep as a 'phase' effect instead of 'teleport'.. but such is life. I am sure we would talk about some other power then <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Primitive Screwhead, post: 4306436, member: 20805"] I think folks are working overtime on this.. Momentum carries through a teleport when its appropriately heroic. Generally this is at the option of the person teleporting. This mirrors how it works in the movie Jumpers and fits most stories. This allows the 'cool' stunts of jumping through a portcullis and over a moat. However, the player still has to abide by the restrictions of the actoin economy.. meaning such a jump is only possibly by burning three Move actions in one round. {Action point!} It also allows a Feystep to negate a fall...but only with a readied standard action to 'step when at the right distance from the ground. Something a RBDM might require an INT check to avoid mis-timing :) Simple to run at the table and no need to do weird mental gymnastics. Of course, most of this discussion would be negated if they simply declared Feystep as a 'phase' effect instead of 'teleport'.. but such is life. I am sure we would talk about some other power then :) [/QUOTE]
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Community
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Does teleportation negate falling damage?
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