So, eladrin's can teleport around? ..nail...coffin...rogue already obsolete?

CleverNickName said:
I snorted Dr. Pepper out of my nose when I read this.

With a limited teleportation ability, why would anyone want to play a non-eladrin rogue? It's like getting to flank any opponent whenever you want, without having to worry about movement. Pop to the other side of an opponent, sneak attack. Lather, rinse, repeat.
Pop quiz: Does a 4E rogue care whether or not he's flanking in order to be able to sneak attack?
 

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Thornir Alekeg said:
Where I have a question mark is whether the designers have forseen other uses for new abilities. The Eladrin teleport ability appears, from playtest reports, to be a combat-oriented ability and is probably a "per encounter" type ability. But have they worked out what happens when a player wants to use it outside of a combat encounter?
Judging from the sketches so far we have, outside of the combat encounter would mean once every 5 minutes.
Whether all implications for non-combat have been addressed, remains to be seen.
If the power is indeed limited to Line of Sight, most game-breaking applications are dealt with (getting through locked doors, behind walls without doors and so on). Remaining part might be how to deal with imprisoned Eladrin, and how useful the ability is for over-land travel. If you can (á la 3rd edition Dimension Door or Teleport) take people and items with you, you could (ab)use it to cover cliffs, large rivers and so on (and thus nullifying many skills). Which leads me to assume that this won't be possible.

An entirely different question: If he ability is linked to the Fey Wild, does this put new risks or disadvantages to it?
 

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