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"3.5" teleportation incorrect

Well, I'm glad to see people like the direction teleport was heading in several months ago, but this is inaccurate. The claim that this is the version of the spell that will appear in the revised Player's Handbook is simply wrong. I've got the book right here on my lap and there are a number of discrepencies.

I guess that's why the posting was "Anonymous."
 

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I've got the book right here on my lap and there are a number of discrepencies.

Ouch! Someone break the news to Morrus... I'm sure some updates need to be made. I hope this doesn't start a stream of inaccurate rumors flowing from now until July. :)

my world is at least 10,000 times the size of Earth

I still can't get over this! That's HUGE!
 
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Re: "3.5" teleportation incorrect

WotC_Ted said:
Well, I'm glad to see people like the direction teleport was heading in several months ago, but this is inaccurate. The claim that this is the version of the spell that will appear in the revised Player's Handbook is simply wrong. I've got the book right here on my lap and there are a number of discrepencies.

I guess that's why the posting was "Anonymous."

So what is the new version. Lemme try a guess (nothing else to do).

Ad&d : teleport was unlimited and dangerous to use

D&D3 : teleport was unlimited and far less dangerous to use

D&D 3.2 (beta) : teleport was limited to 100 mils/ per level, and as dangerous as D&D3.

The first move was to remove (most of) the danger factor : you may still be hurt, but you won't end up 10 feet below earth (like the end of potions strange effects when mixed). The second move was to reduce the effectiveness of the spell, so that it won't ruin so many scenarii. What will be the direction followed for the third ? The fact that Greater teleport name don't refer to errors anymore...May be there isn't any off target arrival, even with teleport ? What if it works like this :

very familar : unlimited
studied carfully : 100 miles/level
seen casualy : 10 miles/level
seen once : 1 miles/level

Or may be, to resolve the "quick easy escape from anywhere" problem, the starting point is now important ?

Any idea, someone else ?
 

Can't claim to know how it will work, but I do love your idea Aloïsius... Depending on how the new version plays, that just may wind up on my list of house rules.

As for Dragonstar, if the new teleport dosen't jive with you or your version of the setting, just use the 3.0 version of the spell. Either have all spellcasters use it, or make the starcaster somehow change the effect of the magic so that the spell has it 3.0 unlimited range...

And remember, `casting over long distances includes a strong chance for error, Navigation is a skill that at least one PC should max out...
 

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