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Eladrin differences questions.
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<blockquote data-quote="DOBISARETHECUTEST" data-source="post: 7949988" data-attributes="member: 7021948"><p>So the reason why I said Summer Tapdance was one of the better ones. In the campaign I play in the DM has traps and weapons and items that enemy can have that stop teleportation. Summer Tapdance gives a reason why they shouldn’t go after you. (My DM has a house rule where Fey Step has uses equal to your charisma modifier per long rest) Springing Step I just like the ability to teleport people since the other ones really simple uses. Summer Tapdance is burn the enemy giving them a need to think about how to counteract that. (Getting Burned hurts.) Winter Sadness is a way to run. For only you. That’s why I don’t really like it, if you leave the party behind role playing ends up with mistrust with that character. Autumn is cool too but it’s a little more limited to what you can do but this is still way better for running away. Charmed creatures can’t attack the target or target with harmful effects. This lasts for 1 minute and is two creatures. Winter Sadness is until your next turn and it’s one creature The main benefit would they can’t move towards you, but Autumn isn’t that far fetched to say I teleport 5ft, charm them and persuade them to stop fighting, heck off the DM allows it you could turn them against there friends with a high enough persuasion roll. This could works since it’s charmed until your companions injure it.</p></blockquote><p></p>
[QUOTE="DOBISARETHECUTEST, post: 7949988, member: 7021948"] So the reason why I said Summer Tapdance was one of the better ones. In the campaign I play in the DM has traps and weapons and items that enemy can have that stop teleportation. Summer Tapdance gives a reason why they shouldn’t go after you. (My DM has a house rule where Fey Step has uses equal to your charisma modifier per long rest) Springing Step I just like the ability to teleport people since the other ones really simple uses. Summer Tapdance is burn the enemy giving them a need to think about how to counteract that. (Getting Burned hurts.) Winter Sadness is a way to run. For only you. That’s why I don’t really like it, if you leave the party behind role playing ends up with mistrust with that character. Autumn is cool too but it’s a little more limited to what you can do but this is still way better for running away. Charmed creatures can’t attack the target or target with harmful effects. This lasts for 1 minute and is two creatures. Winter Sadness is until your next turn and it’s one creature The main benefit would they can’t move towards you, but Autumn isn’t that far fetched to say I teleport 5ft, charm them and persuade them to stop fighting, heck off the DM allows it you could turn them against there friends with a high enough persuasion roll. This could works since it’s charmed until your companions injure it. [/QUOTE]
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