D&D General I Just Want To Teleport and Stab Things

Wasn't that the forbidden edition whose name shall never mentioned (except all the times it does?) ;)
Meh. It's not my favorite edition of D&D by far, but it's still my favorite WotC edition.

I may not have liked it because of all of the AD&D and 3.X character concepts it invalidated at launch and then never managed to support-- but like every edition before it, the characters that people loved playing in Fourth should still be playable in Fifth. (Don't @ me. If you disagree, your opinion is bad and you should feel bad, regardless of which edition you support.)

I must admit, sometimes I like the idea of teleport being something reserved more for the Paragon Tier of D&D for my sense of "verisimilitude" or whatever emotion that is. But dang, it's so much fun to zap around the battlefield, why force people to wait to have fun?
Honestly? I don't think being able to teleport as far and as fast as normal people can run is... all that damaging to the verisimilitude of a grounded fantasy setting. It's not something that's going to render a living world or a pre-industrial civilization as unrecognizable as, say, low-level healing magic. Cure light wounds and remove disease 1/day or even 1/week makes a world far more fantastic than being able to cast misty step at will ever could.

Teleport is Paragon magic; it's the same spell level as raise dead for good reason.

In my games, when I'm doing my homebrew settings with homebrew classes and ancestries, the character @doctorbadwolf wants to play is just called an elf. Elves can teleport farther and walk faster as they level up, more or less regardless of class.
 

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In my games, when I'm doing my homebrew settings with homebrew classes and ancestries, the character @doctorbadwolf wants to play is just called an elf. Elves can teleport farther and walk faster as they level up, more or less regardless of class.
Fey step:
Elves can teleport as Bonus action up to 50ft+10ft per level.
they can split that distance in as many instances but each instance must use atleast 5ft of distance.
 

Meh. It's not my favorite edition of D&D by far, but it's still my favorite WotC edition.

I may not have liked it because of all of the AD&D and 3.X character concepts it invalidated at launch and then never managed to support-- but like every edition before it, the characters that people loved playing in Fourth should still be playable in Fifth. (Don't @ me. If you disagree, your opinion is bad and you should feel bad, regardless of which edition you support.)
Youre right and you should say it.
Honestly? I don't think being able to teleport as far and as fast as normal people can run is... all that damaging to the verisimilitude of a grounded fantasy setting. It's not something that's going to render a living world or a pre-industrial civilization as unrecognizable as, say, low-level healing magic. Cure light wounds and remove disease 1/day or even 1/week makes a world far more fantastic than being able to cast misty step at will ever could.
Yep.
Teleport is Paragon magic; it's the same spell level as raise dead for good reason.
Agreed.
In my games, when I'm doing my homebrew settings with homebrew classes and ancestries, the character @doctorbadwolf wants to play is just called an elf. Elves can teleport farther and walk faster as they level up, more or less regardless of class.
Nice.

Short range teleporting is nbd. I would say, assuming a new class ratger than a rogue subclass,

Variant Monk, Int rather than Wis, replace step of the wind and unarmored movement with:

Blink Step. You move in and out of the ethereal plane at will. You gain a teleport speed, equal to your speed. As a bonus action you can take the Dash Action. You cannot use this feature if you are wearing medium or heavy armor, or are encombered.

Id also work in the ability to use a shield or fight with a weapon and one hand empty and gain some bonus for doing so.

(imo the monk should have a higher martial arts due when totally unarmed, and higher AC when armed with a monk weapon)

Replace flurry of blows with using a BA to add Int mod force damage to your attack, spend discipline to make the extra damage be an aoe that only hits enemies.

Level 5 you trade stunning strike for Thunder Step, and the ability to deal extra damage whenever you attack after teleporting.

Weapons would be similar to monk but include all finesse weapons.

Either that or the shadow assassin.

I also like tge idea of a spell or ability to teleport and deal lightning damage to every creature in a line between your start and stop point.
 
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Haven't read the whole thread, but might this be helpful?

It is vastly too restrictive. Even the video gamws that inspire it let you use the teleport attack to get up close when you aren't, and it is almost comically behind other characters with teleportation in levels a which you can do a given thing like teleporting after being hit.

I appreciate the thought, thpugh.
 

Do you actually need a mechanic to teleport? Why not just describe your movement speed as a teleport? Mechanically it is no different from walking, but you can make it still feel like teleporting. And like @Steampunkette mentioned, if they take the disengage action and move away from an enemy, functionally it is not much different from teleporting. This way you get the "feature" right away at level 1, and can build on it with other abilities that are mechanical versions of teleporting.
 

Do you actually need a mechanic to teleport? Why not just describe your movement speed as a teleport? Mechanically it is no different from walking, but you can make it still feel like teleporting. And like @Steampunkette mentioned, if they take the disengage action and move away from an enemy, functionally it is not much different from teleporting. This way you get the "feature" right away at level 1, and can build on it with other abilities that are mechanical versions of teleporting.
Do we need e mechanics for spellcasting single target attacks? One can also just describe an arrow as a magical flame.


Also teleport does have some advantages over normal moving:

1. It does not attract attacks of opportunity per default

2. It can be done even if your movementspeed is reduced (even reduced to 0)

3. It does not require a path to where it goes. Meaning you can go through enemies or over a gap

4. You can do it upwards into the air.

5. It can trigger "when you teleport" features. (Which 5e has not really any, but 4e as one example had several) which would be too strong as movement triggers.
 

Do we need e mechanics for spellcasting single target attacks? One can also just describe an arrow as a magical flame.


Also teleport does have some advantages over normal moving:

1. It does not attract attacks of opportunity per default

2. It can be done even if your movementspeed is reduced (even reduced to 0)

3. It does not require a path to where it goes. Meaning you can go through enemies or over a gap

4. You can do it upwards into the air.

5. It can trigger "when you teleport" features. (Which 5e has not really any, but 4e as one example had several) which would be too strong as movement triggers.
Actually no, you don't need spellcasting. I have had a character that I described having an arm cannon like megaman that was mechanically just a crossbow.

Obviously a mechanical version of teleporting has advantages over walking. But we are also talking about how to effectively implement these mechanics in a game that requires a certain degree of balance between players.

If I want to play a dragon, not a dragonborn, but an ancient dragon, that's fine for a solo game or game where everyone else is playing something like that. But if I want to play a dragon in a game with other players, I need to accept that I will be bounded by the same limitations as the other players.

And since we are talking about a game of make believe moderated by dice, yea, firing a crosshow, arm cannon, or breath weapon can absolutely be the same mechanic reskinned differently. And it is a legitimate means to achieve a concept when the limitations of balance conflict with a desired execution of mechanics.
 
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Actually no, you don't need spellcasting. I have had a character that I described having an arm cannon like megaman that was mechanically just a crossbow.

Obviously a mechanical version of teleporting has advantages over walking. But we are also talking about how to effectively implement these mechanics in a game that requires a certain degree of balance between players.

If I want to play a dragon, not a dragonborn, but an ancient dragon, that's fine for a solo game or game where everyone else is playing something like that. But if I want to play a dragon in a game with other players, I need to accept that I will be bounded by the same limitations as the other players.

And since we are talking about a game of make believe moderated by dice, yea, firing a crosshow, arm cannon, or breath weapon can absolutely be the same mechanic reskinned differently. And it is a legitimate means to achieve a concept when the limitations of balance conflict with a desired execution of mechanics.
In a word, no.

Teleportation is not comperable to playing a dragon.

Walking is not teleporting.
 

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