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General Tabletop Discussion
*Pathfinder & Starfinder
January Rules updates 2010
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<blockquote data-quote="Doctor Proctor" data-source="post: 5061892" data-attributes="member: 78547"><p>If you're going to go the route of "it's a fundamental part of D&D's universe!" then why can't it be a fundamental part of the D&D universe that teleportation magic is inherently difficult. You're bending space and time here! </p><p></p><p>Now, while it's easy to do when someone is willing (see: teleportation circle, powers that teleport allies, misty step, etc...) it's much harder to do when they're unwilling. And what's <em>really</em> hard is to teleport them into unsafe locations! The magics involved were originally used to safely travel long distances, but now they're being perverted to do unnatural things and be lethal. </p><p></p><p>The save mechanic merely represents the Wizard/Warlock/Whatever class trying to fight against these laws of teleportation to do something outside of the normal power range. Sometimes it works, sometimes it doesn't.</p><p></p><p>Oh, and as for you plane analogy, fine. Ever fly a plane backwards? Wings don't really work well that way. As part of their fundamental physics they allow flight, but only in a certain and very exact way. Try and do something else with them though, and you'll have a LOT of difficulty and it may prove to be impossible!</p><p></p><p>With magic of course, many things are possible and you can bend natural forces to your will much easier than making a plane fly backwards. However, that doesn't mean it's guaranteed to work every time.</p></blockquote><p></p>
[QUOTE="Doctor Proctor, post: 5061892, member: 78547"] If you're going to go the route of "it's a fundamental part of D&D's universe!" then why can't it be a fundamental part of the D&D universe that teleportation magic is inherently difficult. You're bending space and time here! Now, while it's easy to do when someone is willing (see: teleportation circle, powers that teleport allies, misty step, etc...) it's much harder to do when they're unwilling. And what's [I]really[/I] hard is to teleport them into unsafe locations! The magics involved were originally used to safely travel long distances, but now they're being perverted to do unnatural things and be lethal. The save mechanic merely represents the Wizard/Warlock/Whatever class trying to fight against these laws of teleportation to do something outside of the normal power range. Sometimes it works, sometimes it doesn't. Oh, and as for you plane analogy, fine. Ever fly a plane backwards? Wings don't really work well that way. As part of their fundamental physics they allow flight, but only in a certain and very exact way. Try and do something else with them though, and you'll have a LOT of difficulty and it may prove to be impossible! With magic of course, many things are possible and you can bend natural forces to your will much easier than making a plane fly backwards. However, that doesn't mean it's guaranteed to work every time. [/QUOTE]
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January Rules updates 2010
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