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[Forked from the Escapist Magazine Interview Thread] What implications does E...
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<blockquote data-quote="tomBitonti" data-source="post: 6313495" data-attributes="member: 13107"><p>First, a note on momentum: D&D doesn't have it.</p><p></p><p>Teleport onto a moving train: No problem, you are moving with the train.</p><p></p><p>Hop from one train moving 12 squares/sec to one moving in the opposite direction with the same speed: No problem.</p><p></p><p>Teleport within a train moving 12 squares/sec: Still no problem.</p><p></p><p>Motion doesn't occur except at specific discrete events.</p><p></p><p>Second, a question of whether we are looking at the by-the-rules implication, or looking more extensively, with the consequence that additional considerations must be considered.</p><p></p><p>For example, how does the actor know when a teleport is within range? On the battle map, you just count squares. In a realistic environment, an estimation must be made. Then, what happens if your estimate is wrong? Does the teleport not happen? Does it happen, but only taking you to your maximum range? Or, do you have a spider-tingly sense which tells you before-hand if teleport is in range?</p><p></p><p>As an initial result: Jaunts (short teleports) to locations not previously visited could be very dangerous. Not too much of a problem jaunting down a hallway or across an open field. But very dangerous in a dynamic environment, or in a location with uncertain terrain. For example, teleporting into a massed melee would put you in the path of the combatants for about the first second after your jaunt. The combatants simply could not react in time to adjust their actions quicker than that. Not great for the particular combatant who just lunged into your space, but really not great for you either. Also, jaunting across a chasm to uncertain footing on the other side could put you on unstable ground, leading to a fall. Or, as previously mentioned, a jaunt through a partially mirrored window could leave you trapped, or could lead to a fall, or any number of traps.</p><p></p><p>As a second result: Personal space become very tenuous. Pick-pockets and suicide bombers would have a field day. Assassins, too.</p><p></p><p>As a third result: A lot of previously impassable terrain features become non-issues (although, still a problem for portage, for anything not within the weight limit). A rushing stream or short chasm (with a clear and safe spot on the opposite side) would no longer be a barrier.</p><p></p><p>I'm trying to figure out what which was previously impossible becomes possible when folks can jaunt. Still thinking about that...</p><p></p><p>Thx!</p><p></p><p>TomB</p></blockquote><p></p>
[QUOTE="tomBitonti, post: 6313495, member: 13107"] First, a note on momentum: D&D doesn't have it. Teleport onto a moving train: No problem, you are moving with the train. Hop from one train moving 12 squares/sec to one moving in the opposite direction with the same speed: No problem. Teleport within a train moving 12 squares/sec: Still no problem. Motion doesn't occur except at specific discrete events. Second, a question of whether we are looking at the by-the-rules implication, or looking more extensively, with the consequence that additional considerations must be considered. For example, how does the actor know when a teleport is within range? On the battle map, you just count squares. In a realistic environment, an estimation must be made. Then, what happens if your estimate is wrong? Does the teleport not happen? Does it happen, but only taking you to your maximum range? Or, do you have a spider-tingly sense which tells you before-hand if teleport is in range? As an initial result: Jaunts (short teleports) to locations not previously visited could be very dangerous. Not too much of a problem jaunting down a hallway or across an open field. But very dangerous in a dynamic environment, or in a location with uncertain terrain. For example, teleporting into a massed melee would put you in the path of the combatants for about the first second after your jaunt. The combatants simply could not react in time to adjust their actions quicker than that. Not great for the particular combatant who just lunged into your space, but really not great for you either. Also, jaunting across a chasm to uncertain footing on the other side could put you on unstable ground, leading to a fall. Or, as previously mentioned, a jaunt through a partially mirrored window could leave you trapped, or could lead to a fall, or any number of traps. As a second result: Personal space become very tenuous. Pick-pockets and suicide bombers would have a field day. Assassins, too. As a third result: A lot of previously impassable terrain features become non-issues (although, still a problem for portage, for anything not within the weight limit). A rushing stream or short chasm (with a clear and safe spot on the opposite side) would no longer be a barrier. I'm trying to figure out what which was previously impossible becomes possible when folks can jaunt. Still thinking about that... Thx! TomB [/QUOTE]
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