January Rules updates 2010

This is what I'm talking about: fluff in love with crunch. Thanks for this idea.

Dungeon should bring monthly articles with stuff like that: "where rules meet roleplaying".
I believe on the most recent podcast they mentioned a column about the updates. While I like thinking of "rational" reasons for "metagamey" rules, I hope they touch upon things like this in that column.
 

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One thing I don't like about the teleport ruling is that if you save, there is no consequence. With push/pull/slide, at least you fall prone.

On the other hand, they still haven't said you can't teleport someone up in the air....
 

One thing I don't like about the teleport ruling is that if you save, there is no consequence. With push/pull/slide, at least you fall prone.

On the other hand, they still haven't said you can't teleport someone up in the air....

Over on the WotC community forums Greg Bilsland has conformed that you can teleport someone into the air.

Next major rules update is in March to coincide with the rules updates printed in the PHB3.

Edit:

YOu can find the WotC discussion here

Greg Bilsland said:
To clarify, we don't say you can't teleport into midair, therefore you can.

This update was fairly small because these were PH3 clarifications that weren't originally in the update pipeline. You can look forward to a much more comprehensive update in March (in addition to PH3 clarifications). Weapons as implements and implement as weapons, for example, couldn't be included in this update due to the programming time constraints for the CB.
 

Just say that for a millisecond the orc is caught between two chairs, but is aware of what chair he is stepping towards, and gets a save. There is no reason teleportation is totally

You are gone here

miniscule pause

you appear there

It is a good change to put at least a crimp on will-nilly teleporting, and remember, it works for the characters also.
 

This ruling of teleporting creatures 50 feet into the sky is a bit irksome for me, saving throw or not. I'll just remind my players, anything they can do, monsters can do. Hopefully the potential of their character being teleported 50 feet above a 20 foot pit trap full of spikes and a swarm of poisonous snakes, will be sufficient for them not to abuse this ruling.
 

This ruling of teleporting creatures 50 feet into the sky is a bit irksome for me, saving throw or not. I'll just remind my players, anything they can do, monsters can do. Hopefully the potential of their character being teleported 50 feet above a 20 foot pit trap full of spikes and a swarm of poisonous snakes, will be sufficient for them not to abuse this ruling.

Yes, if you play with reasonable players that is the way to go. Just like Mord's Disjunction in epic level play in 3x.
 

This ruling of teleporting creatures 50 feet into the sky is a bit irksome for me, saving throw or not. I'll just remind my players, anything they can do, monsters can do. Hopefully the potential of their character being teleported 50 feet above a 20 foot pit trap full of spikes and a swarm of poisonous snakes, will be sufficient for them not to abuse this ruling.
:):):)-for-tatting is just passive-aggressive rigmarole. Communicate that you don't want them to do it and that's that. Shouldn't have to play games just to play a game.
 

Yeah, the ruling's a bit on the strange side. As I've seen it pointed out elsewhere, allowing vertical teleportation is like adding "Xd10 damage and knocked prone", with the X based on the falling rules, to every teleport-your-opponent power. The rules update just gives a 55% (under normal conditions) chance to avoid it. Weird.
 

I'm going to have to say that assuming that prior to this update every forced teleport power automatically ALSO dealt it's teleport range * 10 AND proned every target it hit is a really boneheaded stance to take. Fixing it by allowing a save is only minor stupidity in comparison.
 

The dominate rule was a good clarification.

The teleport rules are going to be a problem I think. Allowing them to do vertical movement makes them some of the most damaging powers in the game.

If teleport was rare and high level it would be one thing, but its commonplace, and getting moreso with each new book.
 

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