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<blockquote data-quote="Hussar" data-source="post: 4570244" data-attributes="member: 22779"><p>It's funny, you've got a group of people jumping up and down claiming there are problems where none exist. Eladrin teleport operates under quite a few restrictions. First, and probably foremost, it's 25 feet. Think about that for a second. Twenty-five feet. </p><p></p><p>That's a decent sized room. You can jump that far if you're really good. Heck, you don't even get a first down with that teleport. We're talking REALLY short range.</p><p></p><p>Then there's line of sight. You need to be able to see where you are going. So, no bypassing locked doors and the like. </p><p></p><p>Moats were mentioned. If the moat of your castle is less than 25 feet across, why did you bother in the first place? A 25 foot wide moat isn't going to slow anyone down, regardless of your teleporting abilities. Take a minute to look at some real world moats. I'll bet you dollars to donuts they are wider than eight yards.</p><p></p><p>So, how exactly would a 25 foot teleport help in a siege? If my walls are shorter than 25 feet, I'm not going to withstand a siege by regular forces. Murder holes were mentioned as well. Take a look at the gate entrances of many castles. Guess what? Longer than 25 feet. So, whoopee. You teleport into the middle of the entranceway and then sit there for 5 minutes while I pour boiling oil on you. Gee, that was useful.</p><p></p><p>This reminds me so much of the criticisms of 3e. People went on and on and on about how this or that was totally unbelievable. Except, when you actually sat down and read the rules, you find that the designers weren't usually brain dead gophers, and actually plugged most of the "holes" that people keep "finding". </p><p></p><p>But, a heck of a good try though.</p></blockquote><p></p>
[QUOTE="Hussar, post: 4570244, member: 22779"] It's funny, you've got a group of people jumping up and down claiming there are problems where none exist. Eladrin teleport operates under quite a few restrictions. First, and probably foremost, it's 25 feet. Think about that for a second. Twenty-five feet. That's a decent sized room. You can jump that far if you're really good. Heck, you don't even get a first down with that teleport. We're talking REALLY short range. Then there's line of sight. You need to be able to see where you are going. So, no bypassing locked doors and the like. Moats were mentioned. If the moat of your castle is less than 25 feet across, why did you bother in the first place? A 25 foot wide moat isn't going to slow anyone down, regardless of your teleporting abilities. Take a minute to look at some real world moats. I'll bet you dollars to donuts they are wider than eight yards. So, how exactly would a 25 foot teleport help in a siege? If my walls are shorter than 25 feet, I'm not going to withstand a siege by regular forces. Murder holes were mentioned as well. Take a look at the gate entrances of many castles. Guess what? Longer than 25 feet. So, whoopee. You teleport into the middle of the entranceway and then sit there for 5 minutes while I pour boiling oil on you. Gee, that was useful. This reminds me so much of the criticisms of 3e. People went on and on and on about how this or that was totally unbelievable. Except, when you actually sat down and read the rules, you find that the designers weren't usually brain dead gophers, and actually plugged most of the "holes" that people keep "finding". But, a heck of a good try though. [/QUOTE]
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