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What needs to be fixed in 5E?
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<blockquote data-quote="KarinsDad" data-source="post: 5709761" data-attributes="member: 2011"><p>The main function? You aren't using it to it's full potential.</p><p></p><p>Teleport is used to get past traps or pits, or to climb without actually climbing (that Fighter can get up their with a Large Shield on). It's used when the Wizard is suddenly being threatened by multiple foes, so he teleports himself on top of a surface or behind the newly revised "front line". It's used to get out of Grabs and restraints, and quickly get past difficult terrain or water.</p><p></p><p></p><p></p><p>I would expect that advantage of a typically 16th or higher level Daily. That's not what happens in the lower half of the levels though.</p><p></p><p></p><p></p><p>We are not discussing flavor reasons.</p><p></p><p>Here's the pros of short duration flight and teleport that the other effect does not have. If both effects can do something like moving over a pit or climbing, I didn't list it. I also listed the more advanced versions of each such as longer duration for flight or longer range for teleport. If you think of any others, please let us know.</p><p></p><p>Flight: Can usually move where the PC cannot see the destination within a single move action (around a corner, or over a wall, or when blinded).</p><p></p><p>Flight: The destination can be a squeeze location.</p><p></p><p>Flight: If the flight includes a fly speed, the PC can shift while using it (PCs can OA if they have a fly speed, but most short term flight is done on the PCs turn, so a PC typically does not get this advantage without Advanced Flight).</p><p></p><p></p><p>Advanced Flight (i.e. duration longer than a single round): At mid-Paragon, PCs can use it once per day per power or item in combat to stay out of melee range if all of the conditions are right (roof not too short, etc.). This use of it does have disadvantages such as prone or stunning knocking the PC to the ground. Note: there are a few heroic level versions of this like Levitate, but they have some other serious limitations or disadvantages.</p><p></p><p>Advanced Flight: Can be used out of combat to travel up mountains or other semi-significant distances.</p><p></p><p>Advanced Flight: Can prevent long distance falling (i.e. over 500 feet, nearly all short term flight cannot be used quickly enough to stop a fall).</p><p></p><p></p><p>Teleport: Moves through zones or auras or other hazards without a problem.</p><p></p><p>Teleport: Often avoid OAs and sometimes avoid interrupts.</p><p></p><p>Teleport: Can move into/through/out of water.</p><p></p><p>Teleport: Can be used when immobilized and if physical, removes it.</p><p></p><p>Teleport: Can be used when restrained and if physical, removes it (including grab or traps or power effects).</p><p></p><p>Teleport: Can sometimes be used offensively (e.g. teleport a foe into hindering terrain (fall, damage, or movement preventing), teleport a flying mount from under a rider, teleport a foe to a disadvantageous location).</p><p></p><p>Teleport: Can sometimes be used to swap places with an ally.</p><p></p><p>Teleport: Can teleport where you can see, but you have no line of effect to.</p><p></p><p></p><p>Advanced Teleport: (i.e. portals and rituals and a lot more powerful than just movement effects) moves PCs great distances instantaneously. Much further and faster than advanced flight.</p><p></p><p>Advanced Teleport: NPCs cannot just look up in the sky and see where the PCs are traveling to.</p><p></p><p>Advanced Teleport: Can sometimes be used in a major offensive way (e.g. teleport a foe to the feywild and totally out of the encounter so that he cannot attack any PCs with any power and cannot take actions at all).</p><p></p><p></p><p>And the list of advantages for other movement types like Shifting is pretty darn small and limited compared to Teleport.</p><p></p><p>Player: "Woo hoo. I have an encounter multi-square shift power. <img src="http://www.enworld.org/forum/images/smilies/laugh.png" class="smilie" loading="lazy" alt=":lol:" title="Laughing :lol:" data-shortname=":lol:" /> Wait, you have a same level encounter teleport power? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f641.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":(" title="Frown :(" data-smilie="3"data-shortname=":(" /> ".</p><p></p><p>When comparing the teleport effect to the shift effect, teleport is magnitudes better. Balance-wise and utility of effect, I don't think that you are looking at this anywhere near objectively.</p><p></p><p></p><p>Your entire argument seems to be that the more advance flight has this cool anti-melee thing that it can do, so obviously teleport sucks more than fly and hence is balanced at low level. Err, no. That's not reasonable logic.</p><p></p><p>Teleport is awesomely effective for a (typically) encounter power that PCs can get at first or second level, and has a lot more utility than short term flight or shifting or most other movement options.</p><p></p><p></p><p>Mostly mid-Paragon long term Daily flight should be compared to mostly mid-Paragon long range or stronger power Daily teleport. Comparing effects that mostly do not happen until mid-Paragon and are often Daily powers to early Heroic effects that are mostly Encounter (and sometimes At Will) powers is grossly misleading.</p><p></p><p>Totally apples and oranges. Longer duration much higher level flight should be better than short duration low level teleport. Your point???</p><p></p><p>Why don't you compare the two types of effects at the levels at which they are attained? Advanced forms of teleport usually kick butt on longer duration advanced forms of flight at similar levels, just like short term teleport kicks butt on short term flight at similar levels.</p><p></p><p>When I compare the 5th level Timeless Trek in Mithrendain to the 6th level Levitate, I laugh. Levitate is a joke compared to the Trek. Levitate might save the Wizard (it usually doesn't), but does little for the team other then them sometimes not having to assist the Wizard. The Trek has saved our party's bacon on a ton of occasions, all the way up to high Paragon level (where we stopped playing). It's huge compared to one PC floating in the air, even when it only works for a single round. When it works for multiple rounds, it just flat out saves a ton of party resources and turns losing battles into winning battles.</p></blockquote><p></p>
[QUOTE="KarinsDad, post: 5709761, member: 2011"] The main function? You aren't using it to it's full potential. Teleport is used to get past traps or pits, or to climb without actually climbing (that Fighter can get up their with a Large Shield on). It's used when the Wizard is suddenly being threatened by multiple foes, so he teleports himself on top of a surface or behind the newly revised "front line". It's used to get out of Grabs and restraints, and quickly get past difficult terrain or water. I would expect that advantage of a typically 16th or higher level Daily. That's not what happens in the lower half of the levels though. We are not discussing flavor reasons. Here's the pros of short duration flight and teleport that the other effect does not have. If both effects can do something like moving over a pit or climbing, I didn't list it. I also listed the more advanced versions of each such as longer duration for flight or longer range for teleport. If you think of any others, please let us know. Flight: Can usually move where the PC cannot see the destination within a single move action (around a corner, or over a wall, or when blinded). Flight: The destination can be a squeeze location. Flight: If the flight includes a fly speed, the PC can shift while using it (PCs can OA if they have a fly speed, but most short term flight is done on the PCs turn, so a PC typically does not get this advantage without Advanced Flight). Advanced Flight (i.e. duration longer than a single round): At mid-Paragon, PCs can use it once per day per power or item in combat to stay out of melee range if all of the conditions are right (roof not too short, etc.). This use of it does have disadvantages such as prone or stunning knocking the PC to the ground. Note: there are a few heroic level versions of this like Levitate, but they have some other serious limitations or disadvantages. Advanced Flight: Can be used out of combat to travel up mountains or other semi-significant distances. Advanced Flight: Can prevent long distance falling (i.e. over 500 feet, nearly all short term flight cannot be used quickly enough to stop a fall). Teleport: Moves through zones or auras or other hazards without a problem. Teleport: Often avoid OAs and sometimes avoid interrupts. Teleport: Can move into/through/out of water. Teleport: Can be used when immobilized and if physical, removes it. Teleport: Can be used when restrained and if physical, removes it (including grab or traps or power effects). Teleport: Can sometimes be used offensively (e.g. teleport a foe into hindering terrain (fall, damage, or movement preventing), teleport a flying mount from under a rider, teleport a foe to a disadvantageous location). Teleport: Can sometimes be used to swap places with an ally. Teleport: Can teleport where you can see, but you have no line of effect to. Advanced Teleport: (i.e. portals and rituals and a lot more powerful than just movement effects) moves PCs great distances instantaneously. Much further and faster than advanced flight. Advanced Teleport: NPCs cannot just look up in the sky and see where the PCs are traveling to. Advanced Teleport: Can sometimes be used in a major offensive way (e.g. teleport a foe to the feywild and totally out of the encounter so that he cannot attack any PCs with any power and cannot take actions at all). And the list of advantages for other movement types like Shifting is pretty darn small and limited compared to Teleport. Player: "Woo hoo. I have an encounter multi-square shift power. :lol: Wait, you have a same level encounter teleport power? :( ". When comparing the teleport effect to the shift effect, teleport is magnitudes better. Balance-wise and utility of effect, I don't think that you are looking at this anywhere near objectively. Your entire argument seems to be that the more advance flight has this cool anti-melee thing that it can do, so obviously teleport sucks more than fly and hence is balanced at low level. Err, no. That's not reasonable logic. Teleport is awesomely effective for a (typically) encounter power that PCs can get at first or second level, and has a lot more utility than short term flight or shifting or most other movement options. Mostly mid-Paragon long term Daily flight should be compared to mostly mid-Paragon long range or stronger power Daily teleport. Comparing effects that mostly do not happen until mid-Paragon and are often Daily powers to early Heroic effects that are mostly Encounter (and sometimes At Will) powers is grossly misleading. Totally apples and oranges. Longer duration much higher level flight should be better than short duration low level teleport. Your point??? Why don't you compare the two types of effects at the levels at which they are attained? Advanced forms of teleport usually kick butt on longer duration advanced forms of flight at similar levels, just like short term teleport kicks butt on short term flight at similar levels. When I compare the 5th level Timeless Trek in Mithrendain to the 6th level Levitate, I laugh. Levitate is a joke compared to the Trek. Levitate might save the Wizard (it usually doesn't), but does little for the team other then them sometimes not having to assist the Wizard. The Trek has saved our party's bacon on a ton of occasions, all the way up to high Paragon level (where we stopped playing). It's huge compared to one PC floating in the air, even when it only works for a single round. When it works for multiple rounds, it just flat out saves a ton of party resources and turns losing battles into winning battles. [/QUOTE]
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