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General Tabletop Discussion
*Pathfinder & Starfinder
Teleportation overcomes tripping?
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<blockquote data-quote="Wyvernhand" data-source="post: 5694143" data-attributes="member: 97681"><p>There are three schools of thought I've seen WRT teleport, relative position vs absolute position, and momentum conservation.</p><p> </p><p>1) Relative momentum and position are conserved. If you were falling when you teleported, your falling distance prior to teleporting is conserved, and when you land, you take the sum of pre-teleport + post teleport damage. Likewise, if you were prone when you teleport, you are prone after teleporting.</p><p> </p><p>2) Absolute momentum and position are conserved. This one gets wonky. It means that like StreamsoftheSky mentioned, if you teleport to the other side of the planet, you'll both be upside down and suffer issues due to the fact that while your angular momentum remains the same, your absolute velocity is what it was on the other side of the earth, including direction, which may fling you backwards, skywards, or groundwards with incredible force (dependant on the size of the planet and its spin velocity). Physics, don't teleport without it! </p><p> </p><p>3) Its magic beeches! You can do whatever you want because while you are travelling astrally from your old position to your new position (instantaneously), you can change your position, momentum, and posture. You arive exactly where you want under the exact conditions you want because magic is just freakin sweet like that.</p><p> </p><p>I tend to like the 3rd. Given that teleportation more or less works by transporting you briefly to the Astral Plane and then back to the Prime, and that while you are Astral, you move via the power of thought, you can "think" yourself into whatever position or momentum or whatever before you blink back into the Prime.</p></blockquote><p></p>
[QUOTE="Wyvernhand, post: 5694143, member: 97681"] There are three schools of thought I've seen WRT teleport, relative position vs absolute position, and momentum conservation. 1) Relative momentum and position are conserved. If you were falling when you teleported, your falling distance prior to teleporting is conserved, and when you land, you take the sum of pre-teleport + post teleport damage. Likewise, if you were prone when you teleport, you are prone after teleporting. 2) Absolute momentum and position are conserved. This one gets wonky. It means that like StreamsoftheSky mentioned, if you teleport to the other side of the planet, you'll both be upside down and suffer issues due to the fact that while your angular momentum remains the same, your absolute velocity is what it was on the other side of the earth, including direction, which may fling you backwards, skywards, or groundwards with incredible force (dependant on the size of the planet and its spin velocity). Physics, don't teleport without it! 3) Its magic beeches! You can do whatever you want because while you are travelling astrally from your old position to your new position (instantaneously), you can change your position, momentum, and posture. You arive exactly where you want under the exact conditions you want because magic is just freakin sweet like that. I tend to like the 3rd. Given that teleportation more or less works by transporting you briefly to the Astral Plane and then back to the Prime, and that while you are Astral, you move via the power of thought, you can "think" yourself into whatever position or momentum or whatever before you blink back into the Prime. [/QUOTE]
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Teleportation overcomes tripping?
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