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Dungeons & Dra.. 4e Rules Q&A Mommy Please Don't Go! Breaking teleportation?
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Switch to Forum Live View Mommy Please Don't Go! Breaking teleportation?
9 months ago  ::  Oct 07, 2012 - 1:37AM #31
MarkB
  • Here be Dragons next 100 km
Date Joined: Jul 7, 2004
Posts: 1,655

Oct 6, 2012 -- 10:05AM, evildungeonmaster wrote:

I would use it as an improvised weapon.  So, 1d8 damage if swung like a melee, 1d4 if thrown.  In this case the actual damage roll is irrelevant, but it does do some damage.   The hook is stuck into the target as a melee weapon and then released, but the rope attached to the hook stays tied to the users belt.  The target automatically teleports away but not further than the length of rope attached, so no restriction, no immobilization.



So you're envisioning the target, what, towing the rope behind them? How the heck do you do that when you blink out in one location and appear in another?

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9 months ago  ::  Oct 07, 2012 - 1:49AM #32
Zathris
Date Joined: Nov 6, 2009
Posts: 4,347

Oct 6, 2012 -- 10:05AM, evildungeonmaster wrote:

I would use it as an improvised weapon.  So, 1d8 damage if swung like a melee, 1d4 if thrown.  In this case the actual damage roll is irrelevant, but it does do some damage.   The hook is stuck into the target as a melee weapon and then released, but the rope attached to the hook stays tied to the users belt.  The target automatically teleports away but not further than the length of rope attached, so no restriction, no immobilization.



According to the rules, the hook hits the guy (or misses, whatever), dealing some damage, and falls to the ground in his square, requiring you to spend an action (minor I think?) to retrieve the hook using the rope. Similar things to what you're doing (but with actual effects) are a Net and a Bola with the appropriate feat, both effects would be ended by teleporting. What you're trying to do not only doesn't exist, but also goes against the most relatable RAW and RAI.

But you seem really intent on just making up new rules in order to have it work the way you want ... so why not just do that, or are you trying to justify it to your DM?

"Invokers are probably better round after round but Wizard dailies are devastating.  Actually, devastating is too light a word.  Wizard daily powers are soul crushing, encounter ending, havoc causing pieces of awesome." -AirPower25
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9 months ago  ::  Oct 07, 2012 - 10:49AM #33
evildungeonmaster
Date Joined: Sep 17, 2012
Posts: 135

Oct 7, 2012 -- 1:49AM, Zathris wrote:

Oct 6, 2012 -- 10:05AM, evildungeonmaster wrote:

I would use it as an improvised weapon.  So, 1d8 damage if swung like a melee, 1d4 if thrown.  In this case the actual damage roll is irrelevant, but it does do some damage.   The hook is stuck into the target as a melee weapon and then released, but the rope attached to the hook stays tied to the users belt.  The target automatically teleports away but not further than the length of rope attached, so no restriction, no immobilization.



According to the rules, the hook hits the guy (or misses, whatever), dealing some damage, and falls to the ground in his square, requiring you to spend an action (minor I think?) to retrieve the hook using the rope. Similar things to what you're doing (but with actual effects) are a Net and a Bola with the appropriate feat, both effects would be ended by teleporting. What you're trying to do not only doesn't exist, but also goes against the most relatable RAW and RAI.

But you seem really intent on just making up new rules in order to have it work the way you want ... so why not just do that, or are you trying to justify it to your DM?


No it was just a brain teaser for me and my player.  It seemed like the rules indicated that the target would be able to teleport away from restraints or immobilizing effects, but we weren't trying to immobilize the target or restrict its ability to move.  The idea of what would happen when something blinked out and then in elsewhere is where the real puzzler came in our minds, as to what would be visual with the rope.  I guess I would just go with the consensus in this case, that the target would not still be attached to the rope, although I think some clarification on the "science" of teleporting would help.   If the target has to think about what it's teleporting away from, could it teleport away from an effect that it didn't know about (imagine an eladrin with a hook surreptitiously connected to his backpack.  He doesn't know that it or the rope are there and teleports himself and all his clothes and gear with him, but the rope would drop because...? Or a creature with a automatic reation teleport but not a high enough intelligence to discern between multiple different objects and effects).  If the teleportation is a 'bubble' that goes around the teleporter and would sever the rope, how would this effect a creature being grabbed, or a sword being thrust into the teleportation bubble at the same time?

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9 months ago  ::  Oct 07, 2012 - 10:51AM #34
evildungeonmaster
Date Joined: Sep 17, 2012
Posts: 135

Oct 7, 2012 -- 1:37AM, MarkB wrote:

Oct 6, 2012 -- 10:05AM, evildungeonmaster wrote:

I would use it as an improvised weapon.  So, 1d8 damage if swung like a melee, 1d4 if thrown.  In this case the actual damage roll is irrelevant, but it does do some damage.   The hook is stuck into the target as a melee weapon and then released, but the rope attached to the hook stays tied to the users belt.  The target automatically teleports away but not further than the length of rope attached, so no restriction, no immobilization.



So you're envisioning the target, what, towing the rope behind them? How the heck do you do that when you blink out in one location and appear in another?


That`s exactly what I was trying to determine.  As I say in my last post, the next question myplayer and I need to answer is: What`s the `science`behind teleportation?  Is it a portal the creature creates and passes through? 

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9 months ago  ::  Oct 07, 2012 - 10:54AM #35
Plaguescarred
Date Joined: May 12, 2009
Posts: 16,981
Teleportation simply make one instantly disappear from one location and reappear to another location and uses no portal unless noted otherwise.

For exemple, Quick Portal is a power that note otherwise (mechanically) while Dimension Door is not.
Yan
Montréal, Canada
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9 months ago  ::  Oct 07, 2012 - 10:45PM #36
mvincent
Date Joined: Jun 15, 2004
Posts: 8,342

Oct 7, 2012 -- 10:51AM, evildungeonmaster wrote:

What`s the `science`behind teleportation?


Here.

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9 months ago  ::  Oct 08, 2012 - 3:33PM #37
evildungeonmaster
Date Joined: Sep 17, 2012
Posts: 135
^^
Thanks for the interesting link.  I may have to type up my arguments and see if I can Stump the Lizards with it.  In the meantime, while I still feel like certain aspects of our question have not been addressed entirely, I think I will (if it comes into our gameplay, since this is simply a thought excercise right now) make a house ruling regarding teleportation that is not being actively restricted but instead being tracked.  I will allow such a hypothetical situation, granted the target make a saving throw vs will.  This assumes that the teleporter has either a low enough intelligance to not be capable of making a mental inventory of itself, or that the teleporter does not know the tracking device is there (imagine a eladrin with a backpack.  An opposing rogue successfully sneaks a hook into the pack with a length of rope attached.  As a seperate action, the eladrin teleports without knowing the rope is there, but is making a desicion to teleport itself and everything it carries.  Save Throw.  Eladrin passes save, the hook and rope drop harmlessly to the ground.  Save Fail, and the hook and rope teleport as well.  If the teleport doesn't exceed the length of the rope, when it reappears it ill be still connected to the target).
Hopefully if this comes up in play everyone will find this agreeable. 
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9 months ago  ::  Oct 08, 2012 - 9:05PM #38
Zathris
Date Joined: Nov 6, 2009
Posts: 4,347
The other question is, what's the point? Tracking an Invisible Creature would be impossible, because the hook and rope would become invisible for the same reason that it would go with the Creature via teleport (being carried). And beyond that, you'd already know where they went because "you aren't hidden unless you're hidden".
"Invokers are probably better round after round but Wizard dailies are devastating.  Actually, devastating is too light a word.  Wizard daily powers are soul crushing, encounter ending, havoc causing pieces of awesome." -AirPower25
Sear the Flesh, Purify the Soul;
Harden the Heart, and Improve the Mind;
Born of Blood, but Forged by Fire;
The MECH warrior reaches perfection.

My Guides Show
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9 months ago  ::  Oct 14, 2012 - 9:57AM #39
evildungeonmaster
Date Joined: Sep 17, 2012
Posts: 135

Oct 8, 2012 -- 9:05PM, Zathris wrote:

The other question is, what's the point? Tracking an Invisible Creature would be impossible, because the hook and rope would become invisible for the same reason that it would go with the Creature via teleport (being carried). And beyond that, you'd already know where they went because "you aren't hidden unless you're hidden".


In the original scenario, a darkmantle teleports to a dark corner to hide from an enemy after taking damage.  The rope, while invisible would still be in the wielders hands and would reappear after the teleportation and before the wielders next turn. 

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9 months ago  ::  Oct 15, 2012 - 8:38AM #40
Herrozerro
Date Joined: Aug 13, 2007
Posts: 5,133
Here is a question, if a creature teleports from a grab but ends up still adjecent to that creature, is the grab broken?  yes, they teleported away from the grab but they are still within the creatures grasp.
Play whatever the **** you want.

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