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What needs to be fixed in 5E?
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<blockquote data-quote="AbdulAlhazred" data-source="post: 5708224" data-attributes="member: 82106"><p>As I said, teleport is generally better than short term flight, but that's not what you get at paragon, you get full on flight with a speed. Look it up in the Compendium, the vast majority of paragon flight is not the 'fly for the rest of the round' type. Heck, there are even some heroic tier 'gain a fly speed' effects, they just generally have serious disadvantages (IE Mist Form, which lets you fly but not attack, similarly the powers Minor Polymorph and Flying Wings). I'd also note that flying mounts are available starting at level 5. An Elixir of Flying will give you a fly speed at level 11 for the whole encounter. Obviously this isn't even close to a full list, there are quite a lot of ways to get non-limited flying by paragon tier.</p><p></p><p>Sure, some enemies may have missile weapons, so what? Many do not. Flying is never a disadvantage, and if it is you can just land. Full-on flight is GOOD. Teleport OTOH is like 1 round 'you must land' type flight plus 'don't provoke', of which there are far too many instances in heroic tier to even list, several of which can be repeated at-will. I also don't know of anything that states teleport isn't visible. This is a common assumption, but not stated anywhere in the rules, and I've seen it played both ways. Certainly since your destination has to be in LoS generally it doesn't do anything for you stealth-wise that any other form of movement doesn't by RAW.</p><p></p><p>Both are useful, but full-on flying is encounter-breaking and has significant strategic implications as well. There is a very slight disadvantage that you might provoke an OA (though interestingly many ways you can temporarily fly negate OAs). </p><p></p><p>I guess the point of this all is like with hit points, it is all very much a matter of opinion. I get that teleport was once-upon-a-time a super high level godlike power that totally broke the game, but 4e tactical teleport just isn't. You could argue that it could be a paragon effect, sure, but in game terms it is reasonably balanced at heroic tier. Honestly it isn't a big deal one way or another. Tactical teleport could go away and I'd not particularly miss it, as it is certainly a 4e-ism, but I don't see that it needs to.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 5708224, member: 82106"] As I said, teleport is generally better than short term flight, but that's not what you get at paragon, you get full on flight with a speed. Look it up in the Compendium, the vast majority of paragon flight is not the 'fly for the rest of the round' type. Heck, there are even some heroic tier 'gain a fly speed' effects, they just generally have serious disadvantages (IE Mist Form, which lets you fly but not attack, similarly the powers Minor Polymorph and Flying Wings). I'd also note that flying mounts are available starting at level 5. An Elixir of Flying will give you a fly speed at level 11 for the whole encounter. Obviously this isn't even close to a full list, there are quite a lot of ways to get non-limited flying by paragon tier. Sure, some enemies may have missile weapons, so what? Many do not. Flying is never a disadvantage, and if it is you can just land. Full-on flight is GOOD. Teleport OTOH is like 1 round 'you must land' type flight plus 'don't provoke', of which there are far too many instances in heroic tier to even list, several of which can be repeated at-will. I also don't know of anything that states teleport isn't visible. This is a common assumption, but not stated anywhere in the rules, and I've seen it played both ways. Certainly since your destination has to be in LoS generally it doesn't do anything for you stealth-wise that any other form of movement doesn't by RAW. Both are useful, but full-on flying is encounter-breaking and has significant strategic implications as well. There is a very slight disadvantage that you might provoke an OA (though interestingly many ways you can temporarily fly negate OAs). I guess the point of this all is like with hit points, it is all very much a matter of opinion. I get that teleport was once-upon-a-time a super high level godlike power that totally broke the game, but 4e tactical teleport just isn't. You could argue that it could be a paragon effect, sure, but in game terms it is reasonably balanced at heroic tier. Honestly it isn't a big deal one way or another. Tactical teleport could go away and I'd not particularly miss it, as it is certainly a 4e-ism, but I don't see that it needs to. [/QUOTE]
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