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*Pathfinder & Starfinder
Teleportation overcomes tripping?
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<blockquote data-quote="Wyvernhand" data-source="post: 5694194" data-attributes="member: 97681"><p>I played in a Red Hand of Doom game where it was allowed for characters to "teleport to standing". We were all playing martial adept characters or other characters who highly value their swift actions. Is teleporting to standing worth not refreshing your Warblade manevuers? Is attacking from prone while initiating Burning Blade going to deal more damage than teleporting to standing and not intitating Burning Blade? Is it worth more than a Swift X Spell? Or even possible because you used an immediate action last round? Activate the Anklets? Or the Heartseeking Amulet? Or the Greatreach Bracers? Or the Gloves of Fortunate Striking? And is it worth it to do it now, making you unable to teleport 10' into flanking so you get Sneak Attack in combat 2, or unable to teleport past the locked gate to get inside and unlock it in encounter 4?</p><p> </p><p>No, our DM had NO problem with us doing that. If you play a non-ToB martial character who has no use for his swift action, then the opportunity cost is negligable other than using it later in the day. If you are playing with martial adepts, factotums, casters, or make extensive use of the MIC, you start running into the issue of having lots of options and having to weigh those options against one another creates an element of strategy and resource management that I personally think make the game more interesting.</p><p> </p><p>There are 20 potential opening moves for chess. Some of them are going to help you win, and some of them aren't. Figuring out which move to make when is part of the fun of the game. Same thing for D&D. No matter how many options you have to occupy Action X, you still only have one Action X, and what you do with that action makes a huge difference. So you spend your swift action and a charge on a magic item to stand up...thats a swift action you aren't spending doing something potentially much stronger.</p><p> </p><p>EDIT: Also, my bad. It was Deset Gled that first mentioned it. Brain no worky after I do hot yoga. All I can think is "EXHAUSTED", and sometimes "FOOD".</p><p> </p><p>EDIT EDIT: Also, standing up against a dedicated tripper isn't generally going to accomplish much. He's just gonna trip you again next round, and with Improved Trip, he won't even miss a beat doing it...literally. Also, there are a number of ways to stand up from prone as a swift action which won't provoke an AoO. IIRC, there is a feat, a skill trick, and a simple alternative skill useage that all allow you to stand up from prone as a swift or free action. Allowing a somewhat cheap magic item to do so a couple times a day is hardly the most blindingly amazing thing anyone has ever come up with.</p></blockquote><p></p>
[QUOTE="Wyvernhand, post: 5694194, member: 97681"] I played in a Red Hand of Doom game where it was allowed for characters to "teleport to standing". We were all playing martial adept characters or other characters who highly value their swift actions. Is teleporting to standing worth not refreshing your Warblade manevuers? Is attacking from prone while initiating Burning Blade going to deal more damage than teleporting to standing and not intitating Burning Blade? Is it worth more than a Swift X Spell? Or even possible because you used an immediate action last round? Activate the Anklets? Or the Heartseeking Amulet? Or the Greatreach Bracers? Or the Gloves of Fortunate Striking? And is it worth it to do it now, making you unable to teleport 10' into flanking so you get Sneak Attack in combat 2, or unable to teleport past the locked gate to get inside and unlock it in encounter 4? No, our DM had NO problem with us doing that. If you play a non-ToB martial character who has no use for his swift action, then the opportunity cost is negligable other than using it later in the day. If you are playing with martial adepts, factotums, casters, or make extensive use of the MIC, you start running into the issue of having lots of options and having to weigh those options against one another creates an element of strategy and resource management that I personally think make the game more interesting. There are 20 potential opening moves for chess. Some of them are going to help you win, and some of them aren't. Figuring out which move to make when is part of the fun of the game. Same thing for D&D. No matter how many options you have to occupy Action X, you still only have one Action X, and what you do with that action makes a huge difference. So you spend your swift action and a charge on a magic item to stand up...thats a swift action you aren't spending doing something potentially much stronger. EDIT: Also, my bad. It was Deset Gled that first mentioned it. Brain no worky after I do hot yoga. All I can think is "EXHAUSTED", and sometimes "FOOD". EDIT EDIT: Also, standing up against a dedicated tripper isn't generally going to accomplish much. He's just gonna trip you again next round, and with Improved Trip, he won't even miss a beat doing it...literally. Also, there are a number of ways to stand up from prone as a swift action which won't provoke an AoO. IIRC, there is a feat, a skill trick, and a simple alternative skill useage that all allow you to stand up from prone as a swift or free action. Allowing a somewhat cheap magic item to do so a couple times a day is hardly the most blindingly amazing thing anyone has ever come up with. [/QUOTE]
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