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What needs to be fixed in 5E?
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<blockquote data-quote="Nahat Anoj" data-source="post: 5710054" data-attributes="member: 25075"><p>From a game balance perspective, I personally don't think tactical teleport powers are any more overpowered than tactical flight powers. I've had an eladrin in a group teleporting around and a windsoul genasi hopping to and fro (played by the same player, incidentally) and neither mucked with combat too much. In the types of situations I place the PCs in, the advantages and disadvantages of either movement type more or less cancel each other out (you don't need line of sight to fly, you can teleport out of cages/restraints, etc.). In general, I feel the same way about strategic (ie, ritual) teleport and flight abilities, but I haven't pored through all the options.</p><p></p><p>But I do have to say that from the perspective of tone and setting implications I've never been really comfortable with racial teleports. My gut reaction is that teleporting is too over the top for a racial ability in D&D, even though I know in my brain that tactical teleport isn't all that powerful (not to mention that "over the top" is kinda meaningless in a game that let's you play a magic elf that can shoot fireballs from a stick!). But my brain can only hold out against my gut for so long. I don't mind tactical teleports coming from low level class abilities (like a Blink spell), or as a higher level racial option (racial paragon path or heroic theme utility). </p><p></p><p>Part of the problem of racial teleports is that every member of the race has it, and that has setting implications that work against the setting I want to play in. For better or worse, the basic kind of D&D game I want to play is basically a blend of Robert Howard and JRR Tolkien, Conan meets Frodo. Because that kind of setting is so ingrained in me as the "preferred" setting, I find I have a kneejerk reaction with setting elements that work against that - my sullen gut simply doesn't want to think about the various advantages an army of eladrin has because each soldier can teleport.</p><p></p><p>So to bring these rambling, stream of consciousness thoughts back to the thread topic, for 5e, from a tonal perspective I'd like to see a return to slightly more subdued options. What constitutes "subdued" is entirely up to personal preference and idiosyncracy, but for me it's things like no racial ability to teleport for eladrin (I think I might just roll eladrin back into elf), no dragon breath for dragonborn (I'd prefer that as a higher level option - yes, I know it's not all that great of a power <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=":)" /> ), no infernal wrath for tieflings (at least, not the fire damage - I could work with a fear effect or something like that), and so on. But, I admit, I'm very inconsistent here - I don't mind the darkness or faerie fire abilities for drow, for example. <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=":)" /> Ah well, what can I do.</p></blockquote><p></p>
[QUOTE="Nahat Anoj, post: 5710054, member: 25075"] From a game balance perspective, I personally don't think tactical teleport powers are any more overpowered than tactical flight powers. I've had an eladrin in a group teleporting around and a windsoul genasi hopping to and fro (played by the same player, incidentally) and neither mucked with combat too much. In the types of situations I place the PCs in, the advantages and disadvantages of either movement type more or less cancel each other out (you don't need line of sight to fly, you can teleport out of cages/restraints, etc.). In general, I feel the same way about strategic (ie, ritual) teleport and flight abilities, but I haven't pored through all the options. But I do have to say that from the perspective of tone and setting implications I've never been really comfortable with racial teleports. My gut reaction is that teleporting is too over the top for a racial ability in D&D, even though I know in my brain that tactical teleport isn't all that powerful (not to mention that "over the top" is kinda meaningless in a game that let's you play a magic elf that can shoot fireballs from a stick!). But my brain can only hold out against my gut for so long. I don't mind tactical teleports coming from low level class abilities (like a Blink spell), or as a higher level racial option (racial paragon path or heroic theme utility). Part of the problem of racial teleports is that every member of the race has it, and that has setting implications that work against the setting I want to play in. For better or worse, the basic kind of D&D game I want to play is basically a blend of Robert Howard and JRR Tolkien, Conan meets Frodo. Because that kind of setting is so ingrained in me as the "preferred" setting, I find I have a kneejerk reaction with setting elements that work against that - my sullen gut simply doesn't want to think about the various advantages an army of eladrin has because each soldier can teleport. So to bring these rambling, stream of consciousness thoughts back to the thread topic, for 5e, from a tonal perspective I'd like to see a return to slightly more subdued options. What constitutes "subdued" is entirely up to personal preference and idiosyncracy, but for me it's things like no racial ability to teleport for eladrin (I think I might just roll eladrin back into elf), no dragon breath for dragonborn (I'd prefer that as a higher level option - yes, I know it's not all that great of a power :) ), no infernal wrath for tieflings (at least, not the fire damage - I could work with a fear effect or something like that), and so on. But, I admit, I'm very inconsistent here - I don't mind the darkness or faerie fire abilities for drow, for example. :) Ah well, what can I do. [/QUOTE]
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