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If you use thunderstep but teleport less than 10 feet do you take damage?
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<blockquote data-quote="James Gasik" data-source="post: 8985979" data-attributes="member: 6877472"><p>No, I heard Warhammer makes you crazy, and constantly buy expensive miniatures alternately dreading or hoping a new Codex will drop to fundamentally alter the balance of your faction.</p><p></p><p>But it's like this: if I'm a consumer, and I buy a game, I expect it's rules to either work or to be given errata if they don't. What I don't expect is to be told "refer to a decades old book that is no longer in print" (or worse, in the case of AD&D, wasn't even published by the same company).</p><p></p><p>If you want a rule to exist in your game, print it in the newest edition.</p><p></p><p>Now that having been said, if an individual DM <strong>wants </strong>to mix and match rules, that's their prerogative, I'm simply saying you shouldn't have to do so.</p><p></p><p>And assuming every absent rule functions as it did in previous editions can quickly lead to madness. Do Conjuration spells avoid magic resistance and legendary resistance because they conjure "real" things as opposed to "energy drawn from other planes"?</p><p></p><p>Can I still assume magic armor adds to saving throws, as per the 2e PHB, page 102?</p><p></p><p>Perhaps I can still make called shots by taking a -4 penalty to hit and worsening my initiative by 1.</p><p></p><p>Or that my Gnome has ultravision.</p><p></p><p>Or that 25% of all magical swords found are sentient.</p><p></p><p>Or that Dwarves and Halflings cannot be Wizards.</p></blockquote><p></p>
[QUOTE="James Gasik, post: 8985979, member: 6877472"] No, I heard Warhammer makes you crazy, and constantly buy expensive miniatures alternately dreading or hoping a new Codex will drop to fundamentally alter the balance of your faction. But it's like this: if I'm a consumer, and I buy a game, I expect it's rules to either work or to be given errata if they don't. What I don't expect is to be told "refer to a decades old book that is no longer in print" (or worse, in the case of AD&D, wasn't even published by the same company). If you want a rule to exist in your game, print it in the newest edition. Now that having been said, if an individual DM [B]wants [/B]to mix and match rules, that's their prerogative, I'm simply saying you shouldn't have to do so. And assuming every absent rule functions as it did in previous editions can quickly lead to madness. Do Conjuration spells avoid magic resistance and legendary resistance because they conjure "real" things as opposed to "energy drawn from other planes"? Can I still assume magic armor adds to saving throws, as per the 2e PHB, page 102? Perhaps I can still make called shots by taking a -4 penalty to hit and worsening my initiative by 1. Or that my Gnome has ultravision. Or that 25% of all magical swords found are sentient. Or that Dwarves and Halflings cannot be Wizards. [/QUOTE]
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If you use thunderstep but teleport less than 10 feet do you take damage?
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