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<blockquote data-quote="abirdcall" data-source="post: 7950003" data-attributes="member: 6748898"><p>Well, your houserules aren't really relevant as far as whether these abilities are balanced. Once you start houseruling you're changing things.</p><p></p><p>I don't get why enemies would have special ways to stop teleportation, why that's fun, and why you would want to play a teleporting character in such a campaign.</p><p></p><p>I mean, getting a little bit singed hurts, but only very little in the scheme of things. Enemy creatures are fighting for their lives. 2 damage (or whatever) is not much compared to a great axe cleaving into them, etc. They know their enemies will be doing big attacks every round. They're not going to notice the tiny amount of damage that the Fey Step provides. They're also not going to know about it until it is used, and under these houserules do you really want to be using it that many times in 1 encounter? You're looking at 6-8 encounters or so per long rest right? That's burning a lot of resources.</p><p></p><p>30 feet isn't running away from the fight/party. It is like a free disengage. It's good for ranged characters who don't want disadvantage to attack or for re-positioning. </p><p></p><p>A frightened creature has disadvantage to attack rolls. That's pretty big. Also not being able to move closer to you means that some creatures won't be able to attack at all as they can't move towards you or the party if you position yourself well.</p><p></p><p>Charm only means those creatures cannot attack you. They can attack the rest of your party just fine. The charm ends if they take damage from you or your allies too. It's really not that good in combat, it's better than nothing defensively, but not great.</p><p></p><p>A DM houseruling the charm effect to do more than it actually does has no bearing on the actual balance of the ability. Charm gives you advantage to checks to interact socially with the creature. That's it. This is less than even something like Charm Person which makes the person regard you as a 'friendly acquaintance'. That more powerful charm should definitely not be enough to turn someone against their allies.</p><p></p><p>I would not want to play in a game where players can just convince enemies to turn against their allies when facing life threatening adversaries routinely.</p><p></p><p>Of course you're going to find some abilities better and some worse when you're adding a bunch of houserules into the mix.</p><p></p><p>My advice is to remove the houserules.</p></blockquote><p></p>
[QUOTE="abirdcall, post: 7950003, member: 6748898"] Well, your houserules aren't really relevant as far as whether these abilities are balanced. Once you start houseruling you're changing things. I don't get why enemies would have special ways to stop teleportation, why that's fun, and why you would want to play a teleporting character in such a campaign. I mean, getting a little bit singed hurts, but only very little in the scheme of things. Enemy creatures are fighting for their lives. 2 damage (or whatever) is not much compared to a great axe cleaving into them, etc. They know their enemies will be doing big attacks every round. They're not going to notice the tiny amount of damage that the Fey Step provides. They're also not going to know about it until it is used, and under these houserules do you really want to be using it that many times in 1 encounter? You're looking at 6-8 encounters or so per long rest right? That's burning a lot of resources. 30 feet isn't running away from the fight/party. It is like a free disengage. It's good for ranged characters who don't want disadvantage to attack or for re-positioning. A frightened creature has disadvantage to attack rolls. That's pretty big. Also not being able to move closer to you means that some creatures won't be able to attack at all as they can't move towards you or the party if you position yourself well. Charm only means those creatures cannot attack you. They can attack the rest of your party just fine. The charm ends if they take damage from you or your allies too. It's really not that good in combat, it's better than nothing defensively, but not great. A DM houseruling the charm effect to do more than it actually does has no bearing on the actual balance of the ability. Charm gives you advantage to checks to interact socially with the creature. That's it. This is less than even something like Charm Person which makes the person regard you as a 'friendly acquaintance'. That more powerful charm should definitely not be enough to turn someone against their allies. I would not want to play in a game where players can just convince enemies to turn against their allies when facing life threatening adversaries routinely. Of course you're going to find some abilities better and some worse when you're adding a bunch of houserules into the mix. My advice is to remove the houserules. [/QUOTE]
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