Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Million Dollar TTRPG Crowdfunders
Most Anticipated Tabletop RPGs Of The Year
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
Roping through portals
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Celebrim" data-source="post: 5201256" data-attributes="member: 4937"><p>Good point. When I here the term 'portal', I automatically assume something that is close to your type #1, but with different assumptions about how space works. Not also that all my portals tend to have the properties of your type #3 by default without performing what you call 'a conversion', in that they don't leak except under pressure and are usually designed to withstand typical ambient pressures on both sides of the portal. For gamist and simulation reasons, a leaky portal must burn itself out in a short period.</p><p></p><p>Your portal type #2 is what I think of when I think of 'teleport trap', and I agree generally with you on how it works. Generally, I consider teleporters to have one of two modes of operation:</p><p></p><p>1) Anything that they contain completely, they teleport. The idea is that there is a mystic cylinder of space defined by the effect. Once you are in that cylinder and the edges of the cylinder are unbroken, the teleport effect occurs. In this case, you can throw a rope into the space and nothing happens. You can actually 'disarm' the trap/portal by symbolically cutting it with a rope or other object. Teleporters of this type are usually designed for transportation, and are often visibly marked by a circle of some sort. They are easily 'closed' and difficult to activate accidently (especially if you know one is there). Teleporters of this type in my game would generally not allow saving throws. 'Poof', your gone.</p><p></p><p>2) Anything that touches the effect is teleported. These are are usually designed as traps, and so often not marked or have hidden triggers. If the rope (or 10' pole) touches the effect, 'Poof' it disappears. Because these are more dangerous, I might often allow a saving throw (including an attended object). If the saving throw was past, you'd feel something trying to pull the object away from you.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 5201256, member: 4937"] Good point. When I here the term 'portal', I automatically assume something that is close to your type #1, but with different assumptions about how space works. Not also that all my portals tend to have the properties of your type #3 by default without performing what you call 'a conversion', in that they don't leak except under pressure and are usually designed to withstand typical ambient pressures on both sides of the portal. For gamist and simulation reasons, a leaky portal must burn itself out in a short period. Your portal type #2 is what I think of when I think of 'teleport trap', and I agree generally with you on how it works. Generally, I consider teleporters to have one of two modes of operation: 1) Anything that they contain completely, they teleport. The idea is that there is a mystic cylinder of space defined by the effect. Once you are in that cylinder and the edges of the cylinder are unbroken, the teleport effect occurs. In this case, you can throw a rope into the space and nothing happens. You can actually 'disarm' the trap/portal by symbolically cutting it with a rope or other object. Teleporters of this type are usually designed for transportation, and are often visibly marked by a circle of some sort. They are easily 'closed' and difficult to activate accidently (especially if you know one is there). Teleporters of this type in my game would generally not allow saving throws. 'Poof', your gone. 2) Anything that touches the effect is teleported. These are are usually designed as traps, and so often not marked or have hidden triggers. If the rope (or 10' pole) touches the effect, 'Poof' it disappears. Because these are more dangerous, I might often allow a saving throw (including an attended object). If the saving throw was past, you'd feel something trying to pull the object away from you. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Roping through portals
Top