the Jester
Legend
Pre-4e, I have always kept to the 1e rule that teleportation must take you to a flat surface (unless you land low or high, of course!).
dude teleporting people mid air has been around since 4.0 came out. there isn't anything wrong with it. It is not "agressive"
Especially for fey locks. Why wouldn't you use the power like that.
If I as a feylock have my pact boon go off, and I want to teleport 3 squares up to a different floor for whatever reason, I don't see why I can't if I can see my destination.
That is why teleportation is separate from the other 3. If I teleport you 5 squares from the cliff you shouldn't be getting a save to magically hang on.
You have nothing to hang on to. As far as I understand only a few classes can do this, so its not op.
I have never had a DM disagree with it the whole time I have been playing.
What monsters do you know that can teleport me?
Ah, but it is made to be personal, tooA teleport is made to be better than a push or slide. That is why there are separate rules for them. It is meant to be better.
+1d10 per 10ft drop isn't "big"? It is very easy to double the damage, and not hard to go over and beyond that!It isn't a "big" damage bonus. Most of the powers state what I have to do after I teleport someone.
With a quick look through the PHB alone, I also found:Lets really talk about this. There is only 1 spell that teleports a bad guy in the PHB. That is the Will of the Feywild.
Six in the PHB. More, definitely, when you look at other books. And, yes, it does matter. If one or two classes (warlock / wizard) can get auto-kills, whereas others cannot, isn't that the defenintion of unbalanced?So what are we really talking about here? 2 powers? Does it really matter?
There is a huge discussion on this on the WotC boards, and the summary is this:+1d10 per 10ft drop isn't "big"? It is very easy to double the damage, and not hard to go over and beyond that!
Yep - take a good, hard look at those powers alongside others at the same level. Calc out some average damages on a hit. Remember that any power - from a Melee Basic Attack up - does damage with no save if it hits. Look at how many of those powers teleport on a miss. Consider that fall damage gets no bonus damage and does not maximise on a Crit. Consider that headroom and/or cliffs to drop enemies is situational. And, finally, consider that even Bull Rush can be lethal if you put a vast cliff into the encounter - which is exactly why the DMG strongly suggests you don't do that. The DMG 'falls' table is calibrated so that an un-bloodied character should seldom be dead or dying after a fall - that is what stops 'insta-kill', not the saving throw or any other restriction.With a quick look through the PHB alone, I also found:
Summons of Khirad
Maelstrom of Chaos
Dark Transport
Elemental Maw
Six in the PHB. More, definitely, when you look at other books. And, yes, it does matter. If one or two classes (warlock / wizard) can get auto-kills, whereas others cannot, isn't that the defenintion of unbalanced?