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Orcs on Stairs (When Adventures Are Incomplete)
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<blockquote data-quote="EzekielRaiden" data-source="post: 8621200" data-attributes="member: 6790260"><p>There is no <em>single specific power or ritual</em> which is <em>called</em> "Teleport."</p><p></p><p>There are many, MANY powers that allow someone to teleport (including Dimension Door). There are also some Rituals associated with teleporting, such as: Portal Jump (level 6), Linked Portal (level 8), Planar Portal (level 18), Create Teleportation Circle (level 15), and True Portal (level 28).</p><p></p><p>This is why I said they had to be more specific, not that there is no teleportation in 4e. "Teleport," as a specific and singular named magical ability, is not present in 4e. Abilities that <em>let you teleport</em>, as in, let you go from one location to another without passing through the space between, are in fact quite common in 4e. There's even at least one PP I know of, Mithral Arm, that gives you "teleport 2" as a new movement mode (meaning, instead of using your move action to walk, you can teleport 10'. It's a racial PP for dragonborn, where they get the blessing of the Mithral Pentad, who live in the Astral Sea and strive to strike down evil dragons, especially chromatic ones, wherever they appear.)</p><p></p><p></p><p>I mean, I guess, but I'm pretty sure the orcs on the stairs will be much more concerned with trying to kill and/or throw off the remaining party members up top, given they actually have some capacity to fight back, y'know? I can't really see them being that preoccupied with people who have already fallen off. Besides, how would they even know the victim survived? 500 feet is a long way down, and I find it difficult to believe that any archer in less than 6 seconds could determine that the targets still live, still less that they can be shot at.</p><p></p><p>I would also, personally, argue that there are AT LEAST two additional factors in range increments that have nothing to do with gravity: air resistance and wind, both of which are still just as relevant when shooting down from the top of a tower as when shooting horizontally.</p><p></p><p>(Also, for the record, the longest range increment on any 4e weapon is the greatbow, at 25/50: that is, 125 feet for normal no-penalty range, 250 feet for maximum range with a -2 penalty. According to historical analysis of remnants and replicas of English yew longbows, <em>individual</em> arrows could shoot as far as about 1100 feet accurately, if the archer were extremely well-trained, but shooting with that level of accuracy was <em>extremely</em> tiring, e.g. your longbowmen would fight at only 10% strength after less than a week of shooting at such ranges. Given the context of the situation, I cannot take seriously the suggestion that these are extremely well-trained longbowmen orcs shooting down the side of their tower/mountain/whatever-they-are-shooting-from.)</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 8621200, member: 6790260"] There is no [I]single specific power or ritual[/I] which is [I]called[/I] "Teleport." There are many, MANY powers that allow someone to teleport (including Dimension Door). There are also some Rituals associated with teleporting, such as: Portal Jump (level 6), Linked Portal (level 8), Planar Portal (level 18), Create Teleportation Circle (level 15), and True Portal (level 28). This is why I said they had to be more specific, not that there is no teleportation in 4e. "Teleport," as a specific and singular named magical ability, is not present in 4e. Abilities that [I]let you teleport[/I], as in, let you go from one location to another without passing through the space between, are in fact quite common in 4e. There's even at least one PP I know of, Mithral Arm, that gives you "teleport 2" as a new movement mode (meaning, instead of using your move action to walk, you can teleport 10'. It's a racial PP for dragonborn, where they get the blessing of the Mithral Pentad, who live in the Astral Sea and strive to strike down evil dragons, especially chromatic ones, wherever they appear.) I mean, I guess, but I'm pretty sure the orcs on the stairs will be much more concerned with trying to kill and/or throw off the remaining party members up top, given they actually have some capacity to fight back, y'know? I can't really see them being that preoccupied with people who have already fallen off. Besides, how would they even know the victim survived? 500 feet is a long way down, and I find it difficult to believe that any archer in less than 6 seconds could determine that the targets still live, still less that they can be shot at. I would also, personally, argue that there are AT LEAST two additional factors in range increments that have nothing to do with gravity: air resistance and wind, both of which are still just as relevant when shooting down from the top of a tower as when shooting horizontally. (Also, for the record, the longest range increment on any 4e weapon is the greatbow, at 25/50: that is, 125 feet for normal no-penalty range, 250 feet for maximum range with a -2 penalty. According to historical analysis of remnants and replicas of English yew longbows, [I]individual[/I] arrows could shoot as far as about 1100 feet accurately, if the archer were extremely well-trained, but shooting with that level of accuracy was [I]extremely[/I] tiring, e.g. your longbowmen would fight at only 10% strength after less than a week of shooting at such ranges. Given the context of the situation, I cannot take seriously the suggestion that these are extremely well-trained longbowmen orcs shooting down the side of their tower/mountain/whatever-they-are-shooting-from.) [/QUOTE]
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