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General Tabletop Discussion
*Pathfinder & Starfinder
Teleportation overcomes tripping?
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<blockquote data-quote="Wyvernhand" data-source="post: 5694214" data-attributes="member: 97681"><p>The feat I was thinking of was Kipup, but I don't think it was reprinted in a 3.5 source.</p><p> </p><p>And again, opportunity cost. If you burn all of your charges on your Anklets of Translocation to stand up from prone, you won't have charges to spend at a later point. Also, at low levels you can't afford to spend money to ADD Anklets (or Boots of Agile Leaping) to other strong boots, like Steadfast Boots, and at the higher levels you'll have a host of other abilities and items that are competing for action costs.</p><p> </p><p>A Wand of Benign Transposition would be even less advantageous to have. It would require either spellcasting (or UMD), a standard action, and a friend who is willing to swap places with you. Good? Sure, situationally. Great? Probably not.</p><p> </p><p>I also like the idea of using Anklets of Translocation to teleport the last 10' of a fall, avoiding the damage. If your momentum isn't conserved when you go astral (since there is no momentum on the astral plane, only the power of thought), you SHOULD appear on the ground no worse off for the distance you fell to get there. Again, if you use all your charges to jump down mine shafts, you won't have charges to use in combat, and the boots don't provide any way to climb back out!</p><p> </p><p>Again, this is my personal opinion gathered from real gaming experience. I don't see any problem at all with allowing magic to do this. It is magic, afterall. Its not that strong of an option, either, given its availability, and it'll generally inhibit other actions thus creating a healthy opportunity cost which is good for the game.</p></blockquote><p></p>
[QUOTE="Wyvernhand, post: 5694214, member: 97681"] The feat I was thinking of was Kipup, but I don't think it was reprinted in a 3.5 source. And again, opportunity cost. If you burn all of your charges on your Anklets of Translocation to stand up from prone, you won't have charges to spend at a later point. Also, at low levels you can't afford to spend money to ADD Anklets (or Boots of Agile Leaping) to other strong boots, like Steadfast Boots, and at the higher levels you'll have a host of other abilities and items that are competing for action costs. A Wand of Benign Transposition would be even less advantageous to have. It would require either spellcasting (or UMD), a standard action, and a friend who is willing to swap places with you. Good? Sure, situationally. Great? Probably not. I also like the idea of using Anklets of Translocation to teleport the last 10' of a fall, avoiding the damage. If your momentum isn't conserved when you go astral (since there is no momentum on the astral plane, only the power of thought), you SHOULD appear on the ground no worse off for the distance you fell to get there. Again, if you use all your charges to jump down mine shafts, you won't have charges to use in combat, and the boots don't provide any way to climb back out! Again, this is my personal opinion gathered from real gaming experience. I don't see any problem at all with allowing magic to do this. It is magic, afterall. Its not that strong of an option, either, given its availability, and it'll generally inhibit other actions thus creating a healthy opportunity cost which is good for the game. [/QUOTE]
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Teleportation overcomes tripping?
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