Teleportation as forced movement: off a cliff?


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As you said, forced movement is defined in the PHB. Teleportation is not one of the things that Forced Movement encompasses. Only pull, push, and slide are. They're separate headings and not related to one another.

Likewise, phrases such as "whether through forced movement or teleportation" show that the two were not intended to overlap.

I agree that they should be, and wish I knew why the designers didn't think of a way to merge the two systems.

Weirdness. :confused:
 

Weirdness. :confused:

The way I see it is that pulls and pushes are caused by some sort of physical force, be it wrestling, impact or whatever.

So it's "forced" because there's a struggle between the two creatures, which can be opposed by the defender.

Teleportation, instead, it's just an act of will, so it doesn't matter how much the defender screams and kicks around, but he WILL whisk away and reappear in the new location (provided he fails his Defence or Saving Throw, if applicable).

That's why they don't overlap
 

Remember, if you're being constantly teleported against your will, you can shut down most of the effects that will do it by closing your eyes.

(Which has its own disadvantages, of course.)

I'd say that the intended reading of the Teleport rules requires the character who uses the Teleport power to see the destination. Not the subject.


Nevertheless, I'd add the "solid ground only" clause to all forced teleport powers.
 
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The group I've been in has just been using a rule in Falling for this. Specifically "Catching Yourself".

When a player tries to teleport a creature into mid-air or over a pit, the creature can immediately make a saving throw to avoid the teleport. If the creature makes a successful saving throw, he falls prone in the square he was in and doesn't teleport. Makes it so that the trick of teleporting a creature into mid-air for extra damage comes at a cost. Do you take the chance for extra damage at the risk of not moving the enemy when the odds are against you, as the creature has a 55% chance of making their save? How about against an elite who has 65% chance of making that save, or a Solo who has 80% chance?

"Catching Yourself" from the Falling list can apply to Teleportation, if you can describe the region between teleporting from the ground to mid-air as an artifical precipice created magically. Catching Yourself doesn't activate specifically from Forced Movement, but rather a power or a bull rush forces you over a precipice or a pit.
 

Eh. Forced teleports were probably a bad idea. I personally would probably allow it to move folks to unsafe spaces that a slide could move them to. And allow the same save a slide would allow.

Why? Because as I read it, a forced teleport is just a fancy slide.
 




What do y'all think should happen if you're mounted and someone hits you but not your mount with an effect that teleports you?

I think it would be more fun to teleport the mount out from under the player, especially if it's a flying mount =) see that would not allow the player much of a chance to avoid the fall in that case =)
 

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