07-22-2020, 01:01 PM | #11 |
Join Date: Feb 2016
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Re: Blind Teleport into a Wall
I would require an immediate Warp roll, with the penalties appropriate for an instant blind jump, with success allowing the character to avoid the obstacle. If they fail, they suffer 1d damage per point of failure, bypassing DR, with a maximum of 5d damage on a critical failure or failure by 5+. In addition, they may be entombed in the obstacle if it is large enough.
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07-22-2020, 01:18 PM | #12 |
Join Date: Jan 2005
Location: Gothenburg, Sweden
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Re: Blind Teleport into a Wall
There used to be an enhancement called "castling" in the old Psionics book (for 3rd edition). You switched place with whatever was at the place you teleported to. Allowed for the creation of remarkably realistic statues.
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“When you arise in the morning think of what a privilege it is to be alive, to think, to enjoy, to love ...” Marcus Aurelius |
07-22-2020, 02:30 PM | #13 |
Join Date: Aug 2004
Location: Helsinki, Finland
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Re: Blind Teleport into a Wall
You can end up with this in other ways too. Suppose someone went to your home and re-decorated while you were away? Your usual jumping spot (and you will have a usual jumping spot, only crazy or very trained people would alter their jumping spot every single time) might have the bloody ottoman on it!
It would be easiest to call it just a failure (-5 to use that ability for the next 10 minutes). Most experienced teleporters should know what the headache (I always picture the penalty as a headache) means. Even a critical failure isn't supposed to be always deadly straight away. But then, what happens if you try to jump into a high-rise without seeing the place and the building was demolished last week? I'd rule that you just jump, and then have to deal with the fall and the sudden deceleration. Maybe carry a parachute, or invest into a Danger Sense (Only to avert teleportation accidents)? As a side note, how much of a limitation would "Only to avert teleportation accidents, like jumping into into liquids or open air" be for Danger Sense? My gut directs me towards something like -50%, or even more of a discount. I mean, it takes away most of the usability of the Danger Sense, but when it applies, it can be literally life saving. Maybe even -80%? One could even see a version that works like normal, but only when you're about to teleport into a dangerous situation. That I would price at something like -30% or -40%. Thoughts?
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07-22-2020, 02:50 PM | #14 | |
Join Date: Jul 2009
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Re: Blind Teleport into a Wall
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For the more specific, 'only to avert obvious blind teleport accidents', I'd double that up to -40%, since it's only a small subset of the above. I'm really conservative with free-form limitations, though. Others might apply a much bigger discount. EDIT: As far as the main topic of this thread, I'm coming around to 'it's just like they failed the roll' as probably the best way to handle it. |
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07-22-2020, 02:57 PM | #15 |
Join Date: Sep 2004
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Re: Blind Teleport into a Wall
IIRC you couldn't do pieces of whole objects, though I do like the statue idea. Castling usually requires an Affliction under 4e, so if the Affliction fails you don't Warp either.
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07-23-2020, 02:49 AM | #16 |
Join Date: Jan 2005
Location: Gothenburg, Sweden
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Re: Blind Teleport into a Wall
I would make it a Cosmic enhancement, either +50% or +100%. That's a lot of points and I like to simplify builds.
__________________
“When you arise in the morning think of what a privilege it is to be alive, to think, to enjoy, to love ...” Marcus Aurelius |
07-23-2020, 07:13 AM | #17 |
Join Date: Sep 2004
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Re: Blind Teleport into a Wall
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07-23-2020, 11:11 PM | #18 |
Join Date: Jun 2010
Location: Dreamland
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Re: Blind Teleport into a Wall
My rule of thumb is 'what is the simplest answer?'. If you try to teleport somewhere you can't go and still succeed the roll, nothing happens. No downside, no upside, you just don't go anywhere. That's what I've done, but one player liked the idea of 'close enough' and that feature makes it so they teleport close to where they wanted to go. It was usually in a straight line (you teleport only 9 hexes instead of 10) but if the destination was really far I'd just choose somewhere close enough or roll for direction so I don't have to 'draw' the line.
Blind being able to hurt you in some manner sounds like a (very antagonistic) limitation on Warp. Small damage on a success somewhere you can't go sounds like a fine -5% limitation. Castling is a whole build of its own. |
07-24-2020, 01:28 AM | #19 | |
Join Date: Jul 2015
Location: England
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Re: Blind Teleport into a Wall
I honestly thought Warp said that if you try and teleport into a solid object, the warp fails. It doesn't - I was confusing it with Jumper, which says
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07-24-2020, 01:58 AM | #20 |
Join Date: Jun 2010
Location: Dreamland
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Re: Blind Teleport into a Wall
"Know why it failed" is something I really like. As for that affliction, 'instant death with some way out or to stop it' is +300% and this seems like a fine way to do that if the point is to have an attack that teleports someone somewhere unsafe/inside something.
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castling |
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