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01-22-2013, 05:40 PM | #1 |
Join Date: Oct 2008
Location: Campos dos Goytacazes - RJ - Brazil
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[DF] Limited Teleport Spell: an acceptable option?
Greetings, buddies.
Ok, I know that Kromm had his reasons to forbid the Teleport spell from DF series and that the main reason is to avoid players leaving the dungeon and ruining the game. Yet I think that's terrible because it removes the wizard's mobility in the battle. One of the most influential inspirations to DF series was Diablo II. For those who know this game, you might recall that the Wizard could teleport anywhere in the screem, moving from where she was to where you clicked. What about to allow an adjusted Teleport Spell (like those spells on DF 1, p. , giving wizards mobility in the battle map? For example, you can only teleport to where you can see with your own eyes (not through spells or supernatural abilities)? In that way, you can't teleport to know places. Again, I think that Teleport could be used in DF games to give Wizards mobility in the battle map, like Diablo II sorcerer. So, what do you think? |
01-22-2013, 05:45 PM | #2 |
Join Date: May 2011
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Re: [DF] Limited Teleport Spell: an acceptable option?
With Line-of-Sight restrictions and standard range penalties, I would be ok with it, I think. For the sake of taking that all back if I find it ruins everything, I might prefer to make it available as a magic item.
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01-22-2013, 05:51 PM | #3 |
Join Date: Oct 2008
Location: Campos dos Goytacazes - RJ - Brazil
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Re: [DF] Limited Teleport Spell: an acceptable option?
It has penalties (listed on skill description), it cost fatigue points and requires a Body Sense roll, a DX/Hard skill. It doesn't sound an adventure-crippling thing.
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01-22-2013, 05:57 PM | #4 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: [DF] Limited Teleport Spell: an acceptable option?
Well, the main abuses for teleport are bypassing barriers and going in/out of the dungeon. Bypassing barriers isn't that big a deal, there are a bunch of methods past a door, but I'd probably just make teleport a Regular spell -- -1 per hex, -5 if you can't see the destination.
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01-22-2013, 06:28 PM | #5 | |
Join Date: Oct 2008
Location: Campos dos Goytacazes - RJ - Brazil
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Re: [DF] Limited Teleport Spell: an acceptable option?
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01-22-2013, 06:34 PM | #6 |
Fightin' Round the World
Join Date: Aug 2004
Location: New Jersey
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Re: [DF] Limited Teleport Spell: an acceptable option?
LOS only is probably fair. It gets rid of the "I go back to town and get more supplies whenever we need to" dodge of teleportation, but lets it work in a combat setting.
You have to decide if a Wizard Eye counts as LOS or not, though.
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Peter V. Dell'Orto aka Toadkiller_Dog or TKD My Author Page My S&C Blog My Dungeon Fantasy Game Blog "You fall onto five death checks." - Andy Dokachev |
01-22-2013, 06:50 PM | #7 |
Join Date: Oct 2008
Location: Campos dos Goytacazes - RJ - Brazil
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Re: [DF] Limited Teleport Spell: an acceptable option?
As I said previously, I think that Teleport spell is amazing to give wizards mobility in the battle map (like the Diablo II Sorcerer), so the Line of Sight would exclude supernatural abilities as a way to cheat.
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01-23-2013, 01:07 AM | #8 |
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Re: [DF] Limited Teleport Spell: an acceptable option?
Line-of-sight Teleport doesn't seem broken to me. I would be strict about what "line of sight" means, though: Vision rolls to see into dark areas, no teleporting behind people if you can't see through them, etc.
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
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