So, what's the general consensus on teleporting into other hazards? Say into a spot of a known trap that the enemy will trigger if put there? I ask because my avanger used this on a kobold to put him into his own pit trap once.
I guess this issue is the same as the ledge one: the DM shouldn't make any other hazards that are instant kills either.
/agreeWhat works for the PC's also works for the monsters. Give the players a scare by teleporting them off a short ledge.don't kill them but make it hurt and they may be okay with a rule change. Once they see an instant kill in their characters future that is.
It's the same thing I did with all the save-or-die spells in 3.5. I told my players if they started slinging SODs around, the enemies would do the same. So far, they haven't used them.
Well, the thing is that it is the DM who opened said loop hole. It's nothing wrong with the encounter power, on a battle field like this, mere at-will powers (e.g. tide of iron) accomplish the same "save or die "kills.It stops all this rubbish, no encounter power should ever auto kill on a hit (save and die stayed with 3E thankfully). This is a legal loop hole that the DM has every right to close, hard.
Good pointWell, the thing is that it is the DM who opened said loop hole. It's nothing wrong with the encounter power, on a battle field like this, mere at-will powers (e.g. tide of iron) accomplish the same "save or die "kills.
If you do not want someone pushed over a cliff, don't place cliffs on your battlefield.
The only problem I have with this is that, generally, teleport effects have a greater range than forced movement effects making it easier to teleport to those places 9like just over the edge of a cliff). This means it is more dangerous to the character doing the forced movement as well 'cos they have to be closer to the hazard to cause the forced movement (i.e. tide of iron guy s now right next ot the cliff, some one using a teleport effect can be a distance away).My house rule is to say you can only teleport people to unsafe spaces you could slide them to. So I'd allow the save either way, but if they fall, they fall.
/agree
It's the same thing I did with all the save-or-die spells in 3.5. I told my players if they started slinging SODs around, the enemies would do the same. So far, they haven't used them.
If you don't want to be an evil DM (tm), instead of scaring them in-combat, just talk to them before the game. Tell them that if their powers can teleport people to unsafe squares, then the enemies' teleport powers can do so as well. If they agree, then, well, go right ahead and see if falling a few dozen feet changes their minds. An AoE Teleport power (are there any?) that leaves half the party bloodied and the other half dying would probably get the point across. I'd recommend hitting the whole party because:
a) That way, the Avenger's PC won't feel like it's personal
b) The encounter effectively ends (with the PCs losing, of course) so they have time to lick their wounds
c) The party doesn't get split (that always suck)

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.