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Community
General Tabletop Discussion
*Dungeons & Dragons
Teleport /fly /misty step the bane of cool dungeon design is RAW in 5E
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<blockquote data-quote="Lanefan" data-source="post: 7226776" data-attributes="member: 29398"><p>Jumping in late here, but who says the game always has to be about heroes doing heroic things? That gets boring real fast... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Teleporting or dim-dooring onto a moving object (e.g. a flying dragon as mentioned in some earlier posts) realistically ought to require a series of very difficult checks - first, to gauge the distance and trajectory so as to arrive on the moving target at all; then second, whether you can keep your balance or immediately fall off (think about how much trouble some people have even stepping onto a moving walkway - now try appearing on something moving at maybe 30 mph!); then third, whether you can find something to grab on to before the dragon barrel-rolls you off.</p><p></p><p>As for telepaladins - wtf? And yes: paladins should be knights in armour, even if it's not always shining (i.e. not always LG), otherwise what's the point?</p><p></p><p>As for dungeon design - I long ago got used to PCs being able to fly and teleport and so forth. Teleport has serious risks and can't usually carry a whole party due to weight restrictions so it doesn't get used that often as a primary transport option. The one spell I had to nerf was plane shift as it can take a whole party and has no risk attached, and parties were using it to leave and return to dungeons on a relative whim. I made it so you could only go to a plane you had previously visited (other than your deity's home plane, you can always go there) and can arrive on any plane at either of your first point of arrival to that plane or at a known temple to your deity. (interesting side effect of this rule: you can always plane shift to your birthplace as that's your first point of arrival on your home world)</p><p></p><p>Lanefan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 7226776, member: 29398"] Jumping in late here, but who says the game always has to be about heroes doing heroic things? That gets boring real fast... :) Teleporting or dim-dooring onto a moving object (e.g. a flying dragon as mentioned in some earlier posts) realistically ought to require a series of very difficult checks - first, to gauge the distance and trajectory so as to arrive on the moving target at all; then second, whether you can keep your balance or immediately fall off (think about how much trouble some people have even stepping onto a moving walkway - now try appearing on something moving at maybe 30 mph!); then third, whether you can find something to grab on to before the dragon barrel-rolls you off. As for telepaladins - wtf? And yes: paladins should be knights in armour, even if it's not always shining (i.e. not always LG), otherwise what's the point? As for dungeon design - I long ago got used to PCs being able to fly and teleport and so forth. Teleport has serious risks and can't usually carry a whole party due to weight restrictions so it doesn't get used that often as a primary transport option. The one spell I had to nerf was plane shift as it can take a whole party and has no risk attached, and parties were using it to leave and return to dungeons on a relative whim. I made it so you could only go to a plane you had previously visited (other than your deity's home plane, you can always go there) and can arrive on any plane at either of your first point of arrival to that plane or at a known temple to your deity. (interesting side effect of this rule: you can always plane shift to your birthplace as that's your first point of arrival on your home world) Lanefan [/QUOTE]
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Teleport /fly /misty step the bane of cool dungeon design is RAW in 5E
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