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Second-Guessing Myself: Allow Teleporting While Falling?
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<blockquote data-quote="Riastlin" data-source="post: 5519803" data-attributes="member: 94022"><p>My thoughts: 1. Per RAW, I don't think it works. The player should have fallen then been allowed to finish his turn. 2. This does fall into the category of "awesome" (realizing of course that one's definition of awesome will vary) and so finding a potential solution is acceptable, even if not RAW. 3. I'm guessing (though can't say for sure) that the player in question only thought of the teleport attack <em>after</em> his athletics check came up short, which makes me less likely to allow it (or at least less likely to allow it automatically). </p><p> </p><p>So, what would I have done? Well, if the player declared his intention to use the teleport attack should he come up short, I would almost certainly have allowed it. Essentially, the assassin is preparing himself to leap across the chasm but realizes its a long jump and that he might not make it, so he readies plan B. Sure, you can't take a readied action on your turn per RAW, but I think this is an acceptable case for making an exception to the rule. </p><p> </p><p>Had the player waited until after the check failed, its 50-50. This might be the time that I allow the save to be able to use the power. In other words, the assassin jumps over the chasm, gets part way across and realizes "Oh crud, I'm not gonna make it. What can I do?" The save represents his ability to collect his thoughts, formulate a plan, and execute the teleport portion of the power before "hitting" the chasm. The fact that the player failed the save just means that in his panic, the assassin wasn't able to properly execute the move.</p><p> </p><p>Finally, there's absolutely nothing wrong with going with the RAW. Personally, as a DM, I really dislike it when the players get into extended arguments over the rules. Its fine to question it, but it bugs me when they continue to argue the rule during the session. The better time and place to bring it up is after the session. For situations where the rules do not clearly spell out what to do, then the players just need to go with the DM's ruling then bring it up later and make your points so as to not derail the game any further and potentially bring even more resentment into the game. I've had players whine about immediate actions not being usable on their turns, argue with me over it, then when I show them the rule in the book, continue arguing because the rule doesn't make sense (which is an arguable point, but doesn't matter). </p><p> </p><p>Anyhoo, sorry for the slight derail. As stated I would probably allow it under certain conditions, but the RAW really don't allow it. My main reason for allowing it quite frankly is that I don't imagine that the same situation would come up all that often, so allowing it doesn't really break the game all that much. There was a similar situation wherein the swordmage in my game wanted to charge during the surprise round (the only way she could get into range for an attack) but in order to reach the closest target, she would have to use her fly ability granted by her racial feature (it gives her a higher speed). Technically, I think the RAW would not allow it since its one action to activate the fly and another to charge. I told her that per RAW I didn't think it worked, BUT it sounded cool so I allowed it. The key here was that she knows if she goes to a gameday or a Con or something similar, it might not be allowed but she did get to do it. Over 11 levels so far, I think she's done it twice, maybe three times. So yeah, it really hasn't affected the campaign much at all but it rewards the player for thinking a bit creatively, keeps her happy, and provides a "cool" element to a couple of encounters. In the end, everyone goes home happy.</p></blockquote><p></p>
[QUOTE="Riastlin, post: 5519803, member: 94022"] My thoughts: 1. Per RAW, I don't think it works. The player should have fallen then been allowed to finish his turn. 2. This does fall into the category of "awesome" (realizing of course that one's definition of awesome will vary) and so finding a potential solution is acceptable, even if not RAW. 3. I'm guessing (though can't say for sure) that the player in question only thought of the teleport attack [I]after[/I] his athletics check came up short, which makes me less likely to allow it (or at least less likely to allow it automatically). So, what would I have done? Well, if the player declared his intention to use the teleport attack should he come up short, I would almost certainly have allowed it. Essentially, the assassin is preparing himself to leap across the chasm but realizes its a long jump and that he might not make it, so he readies plan B. Sure, you can't take a readied action on your turn per RAW, but I think this is an acceptable case for making an exception to the rule. Had the player waited until after the check failed, its 50-50. This might be the time that I allow the save to be able to use the power. In other words, the assassin jumps over the chasm, gets part way across and realizes "Oh crud, I'm not gonna make it. What can I do?" The save represents his ability to collect his thoughts, formulate a plan, and execute the teleport portion of the power before "hitting" the chasm. The fact that the player failed the save just means that in his panic, the assassin wasn't able to properly execute the move. Finally, there's absolutely nothing wrong with going with the RAW. Personally, as a DM, I really dislike it when the players get into extended arguments over the rules. Its fine to question it, but it bugs me when they continue to argue the rule during the session. The better time and place to bring it up is after the session. For situations where the rules do not clearly spell out what to do, then the players just need to go with the DM's ruling then bring it up later and make your points so as to not derail the game any further and potentially bring even more resentment into the game. I've had players whine about immediate actions not being usable on their turns, argue with me over it, then when I show them the rule in the book, continue arguing because the rule doesn't make sense (which is an arguable point, but doesn't matter). Anyhoo, sorry for the slight derail. As stated I would probably allow it under certain conditions, but the RAW really don't allow it. My main reason for allowing it quite frankly is that I don't imagine that the same situation would come up all that often, so allowing it doesn't really break the game all that much. There was a similar situation wherein the swordmage in my game wanted to charge during the surprise round (the only way she could get into range for an attack) but in order to reach the closest target, she would have to use her fly ability granted by her racial feature (it gives her a higher speed). Technically, I think the RAW would not allow it since its one action to activate the fly and another to charge. I told her that per RAW I didn't think it worked, BUT it sounded cool so I allowed it. The key here was that she knows if she goes to a gameday or a Con or something similar, it might not be allowed but she did get to do it. Over 11 levels so far, I think she's done it twice, maybe three times. So yeah, it really hasn't affected the campaign much at all but it rewards the player for thinking a bit creatively, keeps her happy, and provides a "cool" element to a couple of encounters. In the end, everyone goes home happy. [/QUOTE]
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