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
*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
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
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
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
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
D&D Older Editions
Some Thoughts on 4e
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="WalterKovacs" data-source="post: 4509021" data-attributes="member: 63763"><p>One note: Open Lock and the Knock Ritual are both extremely limited in combat, and I would argue were probably in 3rd as well. On the other hand, teleporting is "easier" than jumping ... but most situations that require jumping would involve the entire party getting over something ... one character doing it alone might help to swing a rope back, etc ... but it doesn't "nerf" jump. [Also, the asumption is a character only needs that one teleport per encounter]. </p><p> </p><p>A Warlock by the way has an at will attack that grants limited invisibility, which combined with the auto ability to gain concealment means he can meet the conditions of hiding from the person even after the invisibility goes away. The drow has an encounter power pseudo-invisibility as well. The gnome has built in invisibility. Etc, etc, etc.</p><p> </p><p></p><p> </p><p>Warlocks get teleports like they are going out of style. A ranger on the other hand has a better damage output than the warlock. Rogue is arguably the biggest damage person ... yet his maneuverability is worse than both the ranger and the warlock. Not every class is going to be good at everything. Certain characters will be more mobile than others. </p><p> </p><p>Also, you can shift around a corner, or through a curtain or some other object that blocks line of site [assuming you have enough movement] you can't teleport to a place you can't see.</p><p> </p><p></p><p> </p><p>Yeah, who would want to have to use a move action to make a new attack after they escaped, doing damage each time. And, you can still use the standard action to slam people into each other after you've picked one up with the move. Heck, if only one escapes, they could be taking twice as much damage that round than if they just stayed in the hand.</p><p> </p><p>You have an interesting view of nerfing. The daily power, regardless of if the person teleports out of it, is a CONSTANT conjuration that you get to attack with every turn. Heck, you can make attacks with it as a move action, and then if both hands are full get to do free damage. Having it be VERY easy to escape from doesn't stop it from grabbing the person again next turn. And, when that happen, unless it's a rechargeable or at-will, it probably isn't going to matter that much.</p></blockquote><p></p>
[QUOTE="WalterKovacs, post: 4509021, member: 63763"] One note: Open Lock and the Knock Ritual are both extremely limited in combat, and I would argue were probably in 3rd as well. On the other hand, teleporting is "easier" than jumping ... but most situations that require jumping would involve the entire party getting over something ... one character doing it alone might help to swing a rope back, etc ... but it doesn't "nerf" jump. [Also, the asumption is a character only needs that one teleport per encounter]. A Warlock by the way has an at will attack that grants limited invisibility, which combined with the auto ability to gain concealment means he can meet the conditions of hiding from the person even after the invisibility goes away. The drow has an encounter power pseudo-invisibility as well. The gnome has built in invisibility. Etc, etc, etc. Warlocks get teleports like they are going out of style. A ranger on the other hand has a better damage output than the warlock. Rogue is arguably the biggest damage person ... yet his maneuverability is worse than both the ranger and the warlock. Not every class is going to be good at everything. Certain characters will be more mobile than others. Also, you can shift around a corner, or through a curtain or some other object that blocks line of site [assuming you have enough movement] you can't teleport to a place you can't see. Yeah, who would want to have to use a move action to make a new attack after they escaped, doing damage each time. And, you can still use the standard action to slam people into each other after you've picked one up with the move. Heck, if only one escapes, they could be taking twice as much damage that round than if they just stayed in the hand. You have an interesting view of nerfing. The daily power, regardless of if the person teleports out of it, is a CONSTANT conjuration that you get to attack with every turn. Heck, you can make attacks with it as a move action, and then if both hands are full get to do free damage. Having it be VERY easy to escape from doesn't stop it from grabbing the person again next turn. And, when that happen, unless it's a rechargeable or at-will, it probably isn't going to matter that much. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
D&D Older Editions
Some Thoughts on 4e
Top