Forced teleport question - dropping the target

True, if your only defense against something like this is DM mercy, then well, .... best to be otherwise prepared.

DM Mercy what is that :)

Me "What is best in DM'ing son?"

Son "To crush your players, and see them driven before your monsters, to hear their girly lamentations about your awesomeness. That is what is best in DM'ing dad."
 
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As this is the rules forum, I will back everyone else and say that say that the new errata has made teleporting very clear in how it works with vertical distances (it does work, with a save required).


That said, I personally think its a bad ruling, and can lead to powers doing far more damage than is expected.

Even 6 squares of teleporting can equal an extra 15 damage on even an average roll, though I don't see why monsters couldn't use acrobatics to reduce some of that.
 





As far as I can tell 916 can fly.

44 creatures can BOTH fly and have acrobatics... meaning 1080 0f 3535 (about 30%) of monsters can fly and/or have acrobatics.

Note that these numbers actually include all monsters that have the word "fly" or "acrobatics" in their stat block, some of which might not actually fly (I didn't go through them all to check). Additionally, some of these (such as the Eladrin Dune Sniper) don't normally have a fly speed, but can gain one by spending an action (a standard action in the Sniper's case) - by the time the monster can spend that action, it is likely too late (the Sniper does also have acrobatics, but other monsters may not). In other words, at most 30% of monsters have either, and the number is probably somewhat lower than that.
 
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Based on the figures you presented we can assume that about 30% of the monsters will not be seriusly endangered by being teleported into the air.

That leaves 70% which will take full falling damage.

Falling damage is 1d10 per 10ft. (2 squares). A teleport 6 into the air would deal 3d10 = 15,5 damage. The monster gets a save. A 45% chance to be teleported at all which results in average damage going down to 0,45 * 15,5 = 6,975. Oh wow, you can now officially exclude every Elite and Solo (they have save bonuses which reduce average damage once more) monster from the idea that the falling damage could be problematic.

At heroic tier about 7 averaga damage can be considered a nice boost, but with higher tiers that damage becomes rather lackluster.

You either have the choice of 1) guaranteed repositioning on the battlefield or 2) about 7 damage. I would choose option 1) every time except if I knew that the fall could kill the monster right away.
 

Or, in a fight on airships, or a castle wall, or near a cliff, or over a dangerous zone, or... it's a lot more.

Any damage prones too. Which, on top of a teleport, may really screw the enemy's turn.
 

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