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[Forked from the Escapist Magazine Interview Thread] What implications does E...
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<blockquote data-quote="Ruin Explorer" data-source="post: 6310568" data-attributes="member: 18"><p>No, he'd be stabbed to death when he had an uncontrolled fall on to a mass of struggling people (even if he "landed right" he'd be crowd-surfing into an angry hateful crowd!). You are dreaming with this "wolf" nonsense. It's utter rubbish.</p><p></p><p></p><p></p><p>You saw where I said it <em>might</em> snap necks, right? It might, or it might miss everyone's head entirely - in fact, given it's area, that's extremely likely - most likely you will force people apart and bruise/batter them, not KO them, which is nice, but then you DIE to the ANGRY CROWD. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p></p><p></p><p></p><p>It's right there in the FALLING RULES - if you teleport into the air, you immediately fall. That's the rules! Carrying two sacks is going to mean it's impossible to make any kind of acrobatics check, too. You are not allowed to not fall, in any event. Enemies even get a special save if you try and teleport them into the air, because of this!</p><p></p><p>On top of all this, as we've said - THERE ARE PROBABLY NO PIKE FORMATIONS IN D&D-LAND. Good grief. Just accept that it is a bad idea and come up with a good one. It's not like teleporting is militarily useless. Hell, one hilarious use would be the teleporting polearm formation, if we're going to play that game - have a bunch of people "hold their action" for a charging knight or whatever, then simultaneously teleport his sides and behind him (or behind his formation or whatever), and attack (with crossbows and/or close-range thrown weapons if you're going for moving knights - or be standing in front of a ditch or whatever.</p><p></p><p>It's very militarily useful. Just not in the way you want it to be.</p><p></p><p>I swear D&D players and their obsession with teleporting heavy objects into the air even when it makes no sense... I've been dealing with this obsession since early 2E...</p><p></p><p></p><p></p><p>To be fair, 4E does semi-explicitly let you teleport into the air (more specifically, it has rules about how if someone does it to you, you get save, so it is to be presumed, logically, that you could do it to yourself).</p></blockquote><p></p>
[QUOTE="Ruin Explorer, post: 6310568, member: 18"] No, he'd be stabbed to death when he had an uncontrolled fall on to a mass of struggling people (even if he "landed right" he'd be crowd-surfing into an angry hateful crowd!). You are dreaming with this "wolf" nonsense. It's utter rubbish. You saw where I said it [I]might[/I] snap necks, right? It might, or it might miss everyone's head entirely - in fact, given it's area, that's extremely likely - most likely you will force people apart and bruise/batter them, not KO them, which is nice, but then you DIE to the ANGRY CROWD. :D It's right there in the FALLING RULES - if you teleport into the air, you immediately fall. That's the rules! Carrying two sacks is going to mean it's impossible to make any kind of acrobatics check, too. You are not allowed to not fall, in any event. Enemies even get a special save if you try and teleport them into the air, because of this! On top of all this, as we've said - THERE ARE PROBABLY NO PIKE FORMATIONS IN D&D-LAND. Good grief. Just accept that it is a bad idea and come up with a good one. It's not like teleporting is militarily useless. Hell, one hilarious use would be the teleporting polearm formation, if we're going to play that game - have a bunch of people "hold their action" for a charging knight or whatever, then simultaneously teleport his sides and behind him (or behind his formation or whatever), and attack (with crossbows and/or close-range thrown weapons if you're going for moving knights - or be standing in front of a ditch or whatever. It's very militarily useful. Just not in the way you want it to be. I swear D&D players and their obsession with teleporting heavy objects into the air even when it makes no sense... I've been dealing with this obsession since early 2E... To be fair, 4E does semi-explicitly let you teleport into the air (more specifically, it has rules about how if someone does it to you, you get save, so it is to be presumed, logically, that you could do it to yourself). [/QUOTE]
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