Taking Prisoners

DreamChaser said:
as this is a world that knows that eladrins can teleport, no eladrin would be locked in a cell that had windows...unless they were bound and blindfolded.

I wonder if you can teleport out of your blindfold? Meh, just kill him. You don't need to interrogate the WHOLE party. And hey, I didn't MAKE you roll an eladrin. Next time roll a race that's easier to imprison!
 

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Fallen Seraph said:
Eladrin Fey-Step - This I think given it is quite fluff oriented can be handled in numerous ways. Have them be chained using cold-iron, blind fold them, perhaps (as I am doing) the Feywild being a mirror of this World will still have these buildings and structures and obstacles as the real World. But they are covered in growth and rusted and gutted; as if it has been abandoned for hundreds of years. This way when the Eladrin enters the Feywild, the bars are still there, he is still chained, etc.).

Ooo. Stolen. Nice.
 

baberg said:
I have a hard time imagining a completely windowless cell - at the very least I'd expect there to be a port on the door that allows the jailer to look in on the prisoners without exposing himself to danger. I guess it all depends on how the teleport works - if the PC can have a "memory" of that LOS so that he can say "Ok, I know I'm safe for 10 feet beyond this door, so I'll teleport there" or whether it requires immediate sight to move there.
Firstly, the fey step power is an Eladrin ability not a Tiefling ability, secondly, Line Of Sight has never ever meant "I've seen it once", it's always meant "what can I see now?", not that we know what the limitations on Fey step are, for all we know, it could require Line of Effect, which means a glass window or a small barred window would allow people to look in without allowing the Eladrin to Teleport out.

Or to put it another way, you're complaining about things we haven't seen yet, we know Fey step may allow an Eladrin to get out of prisons easier (as it should) but won't just let them teleport through walls, we could talk about it in an extended discussion, complaining about things which you don't really understand how they work, or you could just write down somewhere "Note, look up combat teleporting rules to see if Eladrins will break my plots." and not actually worry about it until June, when everyone's probably going to have this conversation again, except with the actual facts, so we'll actually be able to come to some sort of conclusion.
 
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Perhaps a city that knows it has to imprison heroes will go to a bit of extra effort and build a double of their prison in the feywild itself. Only entirely out of stone and with no interior doors. That way they won't have any Eladrin hopping in and out as they wish.

Yes, it's extra expense, but this isn't the prison for Joe Schmo; this is the überprison for überprisoners. The prison for Joe Schmo is down the block and is made of paper, because in tearing through he'll get a papercut and die because he's a minion.
 

Yeah, you're all right, I meant Eladrin not Tiefling. Sorry for that mix-up. And yes, I agree that these are things that should really wait until we have a full ruleset in front of us to scrutinize and pick apart...

But I'm impatient and don't want to wait that long :)
 


I honestly can't remember.. didn't 3x flavours have divine and arcane casters loss spells if knocked unconcious? Or was that just the earlier incarnations of the game?

I've kept it in, anyway.

Besides, All it takes is a bit of subdual beating to keep a tied character unconcious. Or some massive overdoses of valerian, or poppy syrup, or equivalent. (I once had a PC get addicted to poppy syrup (Laundenum) This was before the BVD, it was amusing.
 

Henry said:
Plus, there are a lot of players of the game who don't find it any fun for their characters to be bound, captive, and helpless, so I can see where it would make sense for the game to make it harder for characters to be helpless.

I have found that if the option presents itself most players will prefer to be bound and helpless rather than dead. The other part of this is that bad guys will not cooperate in the same manner... making the choice of 'kill the helpless, yet dangerous prisoner' another odd decision for paladins.
 

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