Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
[Forked from the Escapist Magazine Interview Thread] What implications does E...
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="tomBitonti" data-source="post: 6315860" data-attributes="member: 13107"><p>Need to cool down the talk. This is an interesting topic, with plenty of room for different ideas. Vitriol and hyperbole needs to be set aside.</p><p></p><p>One of the interesting details is how closely how the ability works in combat is applied as a general case for world building.</p><p></p><p>For example, because there is no estimation and no chance of failure when Jaunt is performed on a game grid, that can be taken as a statement that in the general world, there is no need for estimation and there is no chance of a failure.</p><p></p><p>Or, the in combat mechanic can be taken as an approximation made to simplify combat, and the application in general is looser. That opens a lot of issues (as I pointed out earlier).</p><p></p><p>Also, the basic assumptions of the world matter: Is the world mostly realistic, with extraordinary abilities and magic added on the edges, or are extraordinary abilities and magic common?</p><p></p><p>For example, in a more realistic world, abilities which seem very small can have a huge impact. Replace Jaunt with "Absolute Time Sense" or "Absolute Directional Sense", and suddenly ocean travel becomes a lot easier (historical reference: Sextant), and the world becomes smaller and safer. Or, if only one group had the ability, they dominate ocean travel, either as masters of the sea, or as a navigators guild and controlling it indirectly.</p><p></p><p>Also, for a consideration of what Jaunt does, consider how much a difference it makes to have a masterwork steel drill (say, 1/2 inches wide by 2 feet long), and a small pebble with a light on it attached to a string. That defeats many material walls, making defensive fortifications a lot more expensive. A key point is that the man-power advantage of a fortification is overcome if the walls can be breached, and that becomes a lot easier with Jaunt.</p><p></p><p>Also, stepladders (hardly rare items) would make a 30' wall only a little better than a 25' wall. I'd add 15' feet to the height to make for a more secure wall. 25' to 40' is a pretty big height difference.</p><p></p><p>Thx!</p><p></p><p>TomB</p></blockquote><p></p>
[QUOTE="tomBitonti, post: 6315860, member: 13107"] Need to cool down the talk. This is an interesting topic, with plenty of room for different ideas. Vitriol and hyperbole needs to be set aside. One of the interesting details is how closely how the ability works in combat is applied as a general case for world building. For example, because there is no estimation and no chance of failure when Jaunt is performed on a game grid, that can be taken as a statement that in the general world, there is no need for estimation and there is no chance of a failure. Or, the in combat mechanic can be taken as an approximation made to simplify combat, and the application in general is looser. That opens a lot of issues (as I pointed out earlier). Also, the basic assumptions of the world matter: Is the world mostly realistic, with extraordinary abilities and magic added on the edges, or are extraordinary abilities and magic common? For example, in a more realistic world, abilities which seem very small can have a huge impact. Replace Jaunt with "Absolute Time Sense" or "Absolute Directional Sense", and suddenly ocean travel becomes a lot easier (historical reference: Sextant), and the world becomes smaller and safer. Or, if only one group had the ability, they dominate ocean travel, either as masters of the sea, or as a navigators guild and controlling it indirectly. Also, for a consideration of what Jaunt does, consider how much a difference it makes to have a masterwork steel drill (say, 1/2 inches wide by 2 feet long), and a small pebble with a light on it attached to a string. That defeats many material walls, making defensive fortifications a lot more expensive. A key point is that the man-power advantage of a fortification is overcome if the walls can be breached, and that becomes a lot easier with Jaunt. Also, stepladders (hardly rare items) would make a 30' wall only a little better than a 25' wall. I'd add 15' feet to the height to make for a more secure wall. 25' to 40' is a pretty big height difference. Thx! TomB [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
[Forked from the Escapist Magazine Interview Thread] What implications does E...
Top