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*Pathfinder & Starfinder
Warlocks and Forced Teleportation
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<blockquote data-quote="Balesir" data-source="post: 4874312" data-attributes="member: 27160"><p>There is a huge discussion on this on the WotC boards, and the summary is this:</p><p></p><p>Rules as Written say that teleport vertically, with no save, is the normal situation (unless the power concerned says otherwise).</p><p></p><p>Rules as Intended is debatable, but the comments in a sidebar in the Draconomicon suggest that it is intended, but that DMs are advised to teleport PCs only just over the edges of cliffs and so to allow a "catch hold" saving throw.</p><p></p><p>A careful look at the powers that allow teleporting another shows that none of them are obviously overpowered compared to non-Paragon Path powers of the same level (PP powers come as an indivisible 'set', so should be considered as a 'package' rather than exclusively against other powers of the same level). I'm not going to recap the wads of examples given over there, but check it out for yourself - compare Twist in Space to Winter's Wrath, Elemental Maw to Prismatic Spray, and so on and so on. If you have a DDI sub the Compendium is very handy for this.</p><p></p><p>I say all this as a DM who originally had the same kneejerk reaction folk here did - it <strong>must be</strong> abusive, right? When I looked closer I found, actually, no, not really. So I allow it.</p><p></p><p></p><p>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 <em>if it hits</em>. 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 - <strong>that</strong> is what stops 'insta-kill', not the saving throw or any other restriction.</p><p></p><p>As regards the original post: the thing that leaps out at me is where did an item that adds 4 squares to <strong><em>all teleports</em></strong> come from? I have seen items add to personal teleports, but all teleports seems overpowered for reasons of the capabilities of teleport itself. Do you have an item name?</p></blockquote><p></p>
[QUOTE="Balesir, post: 4874312, member: 27160"] There is a huge discussion on this on the WotC boards, and the summary is this: Rules as Written say that teleport vertically, with no save, is the normal situation (unless the power concerned says otherwise). Rules as Intended is debatable, but the comments in a sidebar in the Draconomicon suggest that it is intended, but that DMs are advised to teleport PCs only just over the edges of cliffs and so to allow a "catch hold" saving throw. A careful look at the powers that allow teleporting another shows that none of them are obviously overpowered compared to non-Paragon Path powers of the same level (PP powers come as an indivisible 'set', so should be considered as a 'package' rather than exclusively against other powers of the same level). I'm not going to recap the wads of examples given over there, but check it out for yourself - compare Twist in Space to Winter's Wrath, Elemental Maw to Prismatic Spray, and so on and so on. If you have a DDI sub the Compendium is very handy for this. I say all this as a DM who originally had the same kneejerk reaction folk here did - it [B]must be[/B] abusive, right? When I looked closer I found, actually, no, not really. So I allow it. 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 [I]if it hits[/I]. 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 - [B]that[/B] is what stops 'insta-kill', not the saving throw or any other restriction. As regards the original post: the thing that leaps out at me is where did an item that adds 4 squares to [B][I]all teleports[/I][/B] come from? I have seen items add to personal teleports, but all teleports seems overpowered for reasons of the capabilities of teleport itself. Do you have an item name? [/QUOTE]
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