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Warlocks and Forced Teleportation
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<blockquote data-quote="Kalthanis" data-source="post: 4867799" data-attributes="member: 84550"><p>My extreme apologies if this has been covered somewhere before. I looked through 5 pages of 4th ED topics and didn't see it.</p><p></p><p>This is going to be a multiple part question, but I think it's easier if I describe the problem as a whole. I'm hoping someone can point out what I'm doing wrong. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>I have a warlock in my Paragon level Party. What he likes to do, as an encounter, is hit enemies with Will of the Feywild, teleport them into the air so that they can then drop to the ground for falling damage, and it's now Prone (from the fall) and Dazed (from the power). </p><p></p><p>We got to this problem when we started thinking about 3 dimensional ranges, and the thought was that if squares counted diagonally aren't any more than squares counted forward, then a bow could fire an arrow 20 squares (or 100 ft) into the air AND 20 squares out before hitting range penalties. We also didn't think the target was allowed a saving throw, being unable to 'catch himself on the edge' from however many squares out the target now found himself.</p><p></p><p>Are we doing something wrong here? He's got a magic item that increases his teleporting range by 4, so when he teleports a foe, he teleports that foe 9 squares diagonally up and over. Takes the power from a 2d8 + CHA mod... to a 2d8 + 4d10 + CHA mod. And that's if they are fighting on an even ground, or if he's not dropping them into a Wall of Fire or Stinking Cloud or something. Or off the edge of a cliff.</p><p></p><p>I believe we are allowing the power to be more powerful than it is intended to be. What have I missed?</p></blockquote><p></p>
[QUOTE="Kalthanis, post: 4867799, member: 84550"] My extreme apologies if this has been covered somewhere before. I looked through 5 pages of 4th ED topics and didn't see it. This is going to be a multiple part question, but I think it's easier if I describe the problem as a whole. I'm hoping someone can point out what I'm doing wrong. :) I have a warlock in my Paragon level Party. What he likes to do, as an encounter, is hit enemies with Will of the Feywild, teleport them into the air so that they can then drop to the ground for falling damage, and it's now Prone (from the fall) and Dazed (from the power). We got to this problem when we started thinking about 3 dimensional ranges, and the thought was that if squares counted diagonally aren't any more than squares counted forward, then a bow could fire an arrow 20 squares (or 100 ft) into the air AND 20 squares out before hitting range penalties. We also didn't think the target was allowed a saving throw, being unable to 'catch himself on the edge' from however many squares out the target now found himself. Are we doing something wrong here? He's got a magic item that increases his teleporting range by 4, so when he teleports a foe, he teleports that foe 9 squares diagonally up and over. Takes the power from a 2d8 + CHA mod... to a 2d8 + 4d10 + CHA mod. And that's if they are fighting on an even ground, or if he's not dropping them into a Wall of Fire or Stinking Cloud or something. Or off the edge of a cliff. I believe we are allowing the power to be more powerful than it is intended to be. What have I missed? [/QUOTE]
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Warlocks and Forced Teleportation
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