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<blockquote data-quote="Tovec" data-source="post: 5981715" data-attributes="member: 95493"><p>That is true. I didn't realize the 1e method described ONLY the caster themself (plus whatever they are carrying). A lot of posts around here were talking about a spell that can wisk away a party of players, leading to TPK.</p><p></p><p></p><p>Eh, the simpler aspect is debatable, assuming you are using the full version of the spell. Mine is simple, but I took time to explain a lot of the side cases that came up AND to include some aspects that bother me specifically AND to include a way to add in portals.</p><p></p><p></p><p>I don't know what 'two segments' is. My comments about 10 minutes still stands though. I don't like longer casting times to be a factor as I find they rarely work as intended. It seems like all or at least most teleportation spells would be best suited to be one round, or about there. I could live with 1 round/person that is going or something.</p><p></p><p></p><p>Thanks for the pull. I didn't notice anything glaring, but I also didn't understand parts of that. I don't blame you I think it is obviously due to the differences in edition that causes my confusion.</p><p></p><p>From a quick read through this seems similar to 3e's version. What is the major aspect that is different for you? Is it the "caster only" clause? I don't remember the '' above the ground caveat either so maybe that is it.</p><p></p><p></p><p>Key for you. I find there are a number of other things that could avoid abuse. At best I think we'll have to agree that there are a number of ways to handle this, based solely on personal taste. I personally dislike when players die from an unforunate single roll. I understand it when it is a failed save because there is usually a fight that leads up to that moment. When it happens with a failed... well no, not failed but just an unlucky roll on a successful casting then I don't especially like it. For me a chance of being not where you intended but close gets rid of almost all the bugs so I thought I'd propose it.</p><p></p><p>Again, higher level casters going solo to a very familiar place will end up either exactly where they wanted or near where they wanted. It is once you start adding in the other aspects, like more people, more weight, unfamiliarity and so on that I find it more acceptable to be further and further off target.</p><p></p><p>My favourite aspect of my solution which doesn't really seem to occur with yours is that you are almost always off target. You can be close but rarely are you going to be exactly where you want. It immediately gets rid of the scry/teleport problem. It gets rid of the problem of knowing someone is some place and teleporting in as (in mine) you'll always be off target.</p><p></p><p>With yours you might die teleporting in but chances are you'll end up where you intended. Again, I have to think that the 1e might work with a 1e mindset on spells, but if you have MORE capability in combat then being solo doesn't really hurt you like it used to back in 1e.</p><p></p><p>I also want to say that I'm open to objections or alterations on my idea. I don't think its the greatest but I don't see objections to the base idea EXCEPT that it doesn't allow for someone to die while performing it - which was actually a goal and can be easily fixed by reintroducing a "roll bad and you die" percentage. What is the problem with the base goal of "almost always being off target, close perhaps but off target"? Personally it just seems that it isn't your cup of tea. That is fine but it isn't really a criticism that I can work on.</p><p></p><p></p><p></p><p>Any edition? No idea. Any version? Hells yes.</p><p>Actually can't the 3e version do it if you are familiar with the captain's chambers or something? Its an instantaneous effect that happens on your turn, the ship isn't really moving during your turn as far as that matters.</p></blockquote><p></p>
[QUOTE="Tovec, post: 5981715, member: 95493"] That is true. I didn't realize the 1e method described ONLY the caster themself (plus whatever they are carrying). A lot of posts around here were talking about a spell that can wisk away a party of players, leading to TPK. Eh, the simpler aspect is debatable, assuming you are using the full version of the spell. Mine is simple, but I took time to explain a lot of the side cases that came up AND to include some aspects that bother me specifically AND to include a way to add in portals. I don't know what 'two segments' is. My comments about 10 minutes still stands though. I don't like longer casting times to be a factor as I find they rarely work as intended. It seems like all or at least most teleportation spells would be best suited to be one round, or about there. I could live with 1 round/person that is going or something. Thanks for the pull. I didn't notice anything glaring, but I also didn't understand parts of that. I don't blame you I think it is obviously due to the differences in edition that causes my confusion. From a quick read through this seems similar to 3e's version. What is the major aspect that is different for you? Is it the "caster only" clause? I don't remember the '' above the ground caveat either so maybe that is it. Key for you. I find there are a number of other things that could avoid abuse. At best I think we'll have to agree that there are a number of ways to handle this, based solely on personal taste. I personally dislike when players die from an unforunate single roll. I understand it when it is a failed save because there is usually a fight that leads up to that moment. When it happens with a failed... well no, not failed but just an unlucky roll on a successful casting then I don't especially like it. For me a chance of being not where you intended but close gets rid of almost all the bugs so I thought I'd propose it. Again, higher level casters going solo to a very familiar place will end up either exactly where they wanted or near where they wanted. It is once you start adding in the other aspects, like more people, more weight, unfamiliarity and so on that I find it more acceptable to be further and further off target. My favourite aspect of my solution which doesn't really seem to occur with yours is that you are almost always off target. You can be close but rarely are you going to be exactly where you want. It immediately gets rid of the scry/teleport problem. It gets rid of the problem of knowing someone is some place and teleporting in as (in mine) you'll always be off target. With yours you might die teleporting in but chances are you'll end up where you intended. Again, I have to think that the 1e might work with a 1e mindset on spells, but if you have MORE capability in combat then being solo doesn't really hurt you like it used to back in 1e. I also want to say that I'm open to objections or alterations on my idea. I don't think its the greatest but I don't see objections to the base idea EXCEPT that it doesn't allow for someone to die while performing it - which was actually a goal and can be easily fixed by reintroducing a "roll bad and you die" percentage. What is the problem with the base goal of "almost always being off target, close perhaps but off target"? Personally it just seems that it isn't your cup of tea. That is fine but it isn't really a criticism that I can work on. Any edition? No idea. Any version? Hells yes. Actually can't the 3e version do it if you are familiar with the captain's chambers or something? Its an instantaneous effect that happens on your turn, the ship isn't really moving during your turn as far as that matters. [/QUOTE]
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