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Teleportation
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<blockquote data-quote="Tovec" data-source="post: 5981610" data-attributes="member: 95493"><p>By in large it seems we agree then. The couple parts you disliked from my explanation were that there SHOULD be risk of death, which is fine. That is either something that can be amended to the base rule or something that can be stripped from the rule. It is also a relatively minor part. Again, for ME I would disallow the players from going somewhere that wasn't solid ground beneath their feet. I would prefer the spell to simply fail if all other choices are death, as per my version of teleport.</p><p></p><p>If that doesn't work for you that's fine. Get rid of the off by X miles and replace it with an X chance of death. Seems simple enough. Everything else about my version seems to stand true for both of us.</p><p></p><p>As far as 1e: You'll have to excuse me because I don't know 1e's version and have never played 1e either. I haven't actually seen anything on this board about how 1e's version works, only that it is better than the broken 3e version. Also, it seems like things may have changed as far as balance from 1e to practically any other version. So simply taking 1e for teleport may not work when used in ALL other versions of DnD. But that is only a possibility instead of an assurance, I just thought I'd mention it.</p><p></p><p>Small question: if your only objections to my version are that it doesn't have a option for a TPK - which you seem to value and which I despise - is everything else workable or not?</p><p></p><p>I did bring up how I see interaction with teleportation circles, locks (and keys), party hindrance, accuracy hindrance, issues with length of casting.</p><p></p><p>Outside of "1e good, 3e bad" I don't actually know your position on the subject Lanefan.</p></blockquote><p></p>
[QUOTE="Tovec, post: 5981610, member: 95493"] By in large it seems we agree then. The couple parts you disliked from my explanation were that there SHOULD be risk of death, which is fine. That is either something that can be amended to the base rule or something that can be stripped from the rule. It is also a relatively minor part. Again, for ME I would disallow the players from going somewhere that wasn't solid ground beneath their feet. I would prefer the spell to simply fail if all other choices are death, as per my version of teleport. If that doesn't work for you that's fine. Get rid of the off by X miles and replace it with an X chance of death. Seems simple enough. Everything else about my version seems to stand true for both of us. As far as 1e: You'll have to excuse me because I don't know 1e's version and have never played 1e either. I haven't actually seen anything on this board about how 1e's version works, only that it is better than the broken 3e version. Also, it seems like things may have changed as far as balance from 1e to practically any other version. So simply taking 1e for teleport may not work when used in ALL other versions of DnD. But that is only a possibility instead of an assurance, I just thought I'd mention it. Small question: if your only objections to my version are that it doesn't have a option for a TPK - which you seem to value and which I despise - is everything else workable or not? I did bring up how I see interaction with teleportation circles, locks (and keys), party hindrance, accuracy hindrance, issues with length of casting. Outside of "1e good, 3e bad" I don't actually know your position on the subject Lanefan. [/QUOTE]
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