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Teleport foes over a cliff - Forked Thread: Push+Wall=save
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<blockquote data-quote="Shadewyn" data-source="post: 4477173" data-attributes="member: 6340"><p>The teleport into a square you can occupy does not have anything to do with "does it have a floor" or not. Its a fall back to older D&D edition issues with teleport and what you can call the "nightcrawler problem" of can you teleport into a solid object.</p><p></p><p>Way way way back in ancient edisionts of D&D you could just teleport the BBEG into a solid wall for autokill, then powers and spells gained the "shunting effects" where targets in solid locations would be shunted out to the nearest exit taking damage. In 4E stuff just autofails if you choose an invalid target like "10' into the solid granite of a mountain".</p><p></p><p>We already know from prior questions and issues on other items that "square" really means "cube". All squares are really 5x5x5 cubes for handling things like flight and elvataion issues. </p><p></p><p>We also know that you could teleport a target into difficult terrain, or into a square with an active hazard like fire, a floor filled with caltrops, etc ...</p><p></p><p>The issue revolves around "to much damage to a player" then ... and that falls back to the GM. A GM is not supposed to put a 100' cliff in a combat encounter unless they are willing to have it used. KotS, Thunderspire, and Pyramid are all very clear on the danger level of hazards so that the player can survive if they get knocked in, which puts it well in range of a monster taking it.</p><p></p><p>If you are Epic level where folks can fly, level mountians, and travel the planes then teleporting a monster over a cliff after you hit it with an attack roll is not that bad. Its a creative use of a hazard placed by the GM and for the one monster now and then that it effects ... ehh ... the fun factor far outwieghs the desire to graind out an artificially hard combat on players.</p></blockquote><p></p>
[QUOTE="Shadewyn, post: 4477173, member: 6340"] The teleport into a square you can occupy does not have anything to do with "does it have a floor" or not. Its a fall back to older D&D edition issues with teleport and what you can call the "nightcrawler problem" of can you teleport into a solid object. Way way way back in ancient edisionts of D&D you could just teleport the BBEG into a solid wall for autokill, then powers and spells gained the "shunting effects" where targets in solid locations would be shunted out to the nearest exit taking damage. In 4E stuff just autofails if you choose an invalid target like "10' into the solid granite of a mountain". We already know from prior questions and issues on other items that "square" really means "cube". All squares are really 5x5x5 cubes for handling things like flight and elvataion issues. We also know that you could teleport a target into difficult terrain, or into a square with an active hazard like fire, a floor filled with caltrops, etc ... The issue revolves around "to much damage to a player" then ... and that falls back to the GM. A GM is not supposed to put a 100' cliff in a combat encounter unless they are willing to have it used. KotS, Thunderspire, and Pyramid are all very clear on the danger level of hazards so that the player can survive if they get knocked in, which puts it well in range of a monster taking it. If you are Epic level where folks can fly, level mountians, and travel the planes then teleporting a monster over a cliff after you hit it with an attack roll is not that bad. Its a creative use of a hazard placed by the GM and for the one monster now and then that it effects ... ehh ... the fun factor far outwieghs the desire to graind out an artificially hard combat on players. [/QUOTE]
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Teleport foes over a cliff - Forked Thread: Push+Wall=save
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