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*Pathfinder & Starfinder
Teleportation at level 1
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<blockquote data-quote="mneme" data-source="post: 5641231" data-attributes="member: 59248"><p>Wow. That's just awful GMing. Talk about messing with the spirit of the rules.</p><p></p><p>If teleportation will let you escape being restrained, it lets you escape being restrained, period. Trying to get around this with semantic tricks is just unsporting.</p><p></p><p>The rules say what you escape when you teleport (anything physical) and what will stop you from teleporting (helplessness, magic, blocking LoS). It's easy to work within these constraints.</p><p></p><p></p><p></p><p>Actually, this is perfectly reasonable; there are plenty of solutions to the deathtrap hostage approach (double teleport, teleport/grab, disable the device and prevent the trap from going off; teleport up and land back on the plate before the trap is fully set off; etc). Wouldn't want to overuse it, of course; traps like this are expensive in drama points.</p><p></p><p>You could also have the captors keep their known teleporting captives in a completely dark cell (particularly if the captors have darkvision; but really, even if not. Escaping then revolves around making/finding a light source and using it to blaze a way out (sure, doesn't work if the PC is a wizard, but you can tie her up -and- put her in a dark cell. Or if there are two prisoners, one an OAssassin, one a non-teleporting wizard, escape revolves around them communicating without alerting the guards; could be fun).</p></blockquote><p></p>
[QUOTE="mneme, post: 5641231, member: 59248"] Wow. That's just awful GMing. Talk about messing with the spirit of the rules. If teleportation will let you escape being restrained, it lets you escape being restrained, period. Trying to get around this with semantic tricks is just unsporting. The rules say what you escape when you teleport (anything physical) and what will stop you from teleporting (helplessness, magic, blocking LoS). It's easy to work within these constraints. Actually, this is perfectly reasonable; there are plenty of solutions to the deathtrap hostage approach (double teleport, teleport/grab, disable the device and prevent the trap from going off; teleport up and land back on the plate before the trap is fully set off; etc). Wouldn't want to overuse it, of course; traps like this are expensive in drama points. You could also have the captors keep their known teleporting captives in a completely dark cell (particularly if the captors have darkvision; but really, even if not. Escaping then revolves around making/finding a light source and using it to blaze a way out (sure, doesn't work if the PC is a wizard, but you can tie her up -and- put her in a dark cell. Or if there are two prisoners, one an OAssassin, one a non-teleporting wizard, escape revolves around them communicating without alerting the guards; could be fun). [/QUOTE]
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Teleportation at level 1
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