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Teleportation
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<blockquote data-quote="Tovec" data-source="post: 5981522" data-attributes="member: 95493"><p>Right, okay so that is the scale I'm talking about. If the "off chance" on a known and very familar location is say.. 1d4 (as an example) miles from target, every time. Then there is a decent chance you'll end up within sight of where you wanted to be. If you are going somewhere you aren't familiar with it could be 3d20+6 (as an example) miles from target.</p><p>Scale up or down for other variables. If you are a very accomplished caster (and solo) and trying to hit "home" then you could end up in your bedroom on a lucky roll, you could end up in the field you used to play in. You aren't more than a few minutes (an hour on the outside?) travel from your home either way. If you are with a lot of people then you are more likely to be off target in some other way, even if you are accomplished.</p><p></p><p>I liked the idea of this being modified with distance traveled as well, but I'm not sure how to incorporate it or how to scale it. The figures of course need some modifying but that was the general idea I was talking about.</p><p></p><p>Right, okay so first, how does one get there? Carefully? Tunnel? If the room is in the middle of a mountain and there is no other way to get there then I'm assuming the person designed it to be inaccessible. You know, to keep out the riff-raff.</p><p></p><p>Next, the guy who made it and lives there and keeps it as his lair would know the location and be able to teleport in. Maybe adding a nice teleportation circle to ensure his arrival. (He could possibly even lock it and give the keys only to trusted lieutenants. Something the party then neesd to exploit.)</p><p></p><p>The idea in either case was to make sure that people don't just end up dead because of a poor roll. I'd prefer them to fail at getting there at all. Preferably that would be off target, aiming for that room inside the mountain you could end up on the mountain instead. But that only works for me if it is within the margin of error. I don't like having the party TPK because of a faulty roll, it should be something that is intentional to keep people out not just plain luck.</p><p>That is the whole TPK or auto-win discussed earlier.</p><p></p><p>Right, so that is two parts that I wanted to address and partially avoid. If it is somewhere you have never been before the spell can still work. If you are aiming for a specific city then you might be off by a days travel or off by a whole kingdom depending on the miss chance and how far you are traveling. If it is necessary to hit the city then maybe it should have a teleportation circle so that people who are trying to teleport in CAN on their first try (or with a reasonable margin of error for not knowing where it is). I would say that if you can't picture the city on a map (or in your mind) then you probably shouldn't be able to hit it in the first place.</p><p></p><p>Also, the whole "over a lake or gorge" thing is also tied into the solid stone. I would put an amendment that you teleport to solid ground. Edge of a cliff is fine, off the cliff isn't. Underground isn't.</p></blockquote><p></p>
[QUOTE="Tovec, post: 5981522, member: 95493"] Right, okay so that is the scale I'm talking about. If the "off chance" on a known and very familar location is say.. 1d4 (as an example) miles from target, every time. Then there is a decent chance you'll end up within sight of where you wanted to be. If you are going somewhere you aren't familiar with it could be 3d20+6 (as an example) miles from target. Scale up or down for other variables. If you are a very accomplished caster (and solo) and trying to hit "home" then you could end up in your bedroom on a lucky roll, you could end up in the field you used to play in. You aren't more than a few minutes (an hour on the outside?) travel from your home either way. If you are with a lot of people then you are more likely to be off target in some other way, even if you are accomplished. I liked the idea of this being modified with distance traveled as well, but I'm not sure how to incorporate it or how to scale it. The figures of course need some modifying but that was the general idea I was talking about. Right, okay so first, how does one get there? Carefully? Tunnel? If the room is in the middle of a mountain and there is no other way to get there then I'm assuming the person designed it to be inaccessible. You know, to keep out the riff-raff. Next, the guy who made it and lives there and keeps it as his lair would know the location and be able to teleport in. Maybe adding a nice teleportation circle to ensure his arrival. (He could possibly even lock it and give the keys only to trusted lieutenants. Something the party then neesd to exploit.) The idea in either case was to make sure that people don't just end up dead because of a poor roll. I'd prefer them to fail at getting there at all. Preferably that would be off target, aiming for that room inside the mountain you could end up on the mountain instead. But that only works for me if it is within the margin of error. I don't like having the party TPK because of a faulty roll, it should be something that is intentional to keep people out not just plain luck. That is the whole TPK or auto-win discussed earlier. Right, so that is two parts that I wanted to address and partially avoid. If it is somewhere you have never been before the spell can still work. If you are aiming for a specific city then you might be off by a days travel or off by a whole kingdom depending on the miss chance and how far you are traveling. If it is necessary to hit the city then maybe it should have a teleportation circle so that people who are trying to teleport in CAN on their first try (or with a reasonable margin of error for not knowing where it is). I would say that if you can't picture the city on a map (or in your mind) then you probably shouldn't be able to hit it in the first place. Also, the whole "over a lake or gorge" thing is also tied into the solid stone. I would put an amendment that you teleport to solid ground. Edge of a cliff is fine, off the cliff isn't. Underground isn't. [/QUOTE]
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