01-23-2013, 03:27 AM | #11 |
formerly known as 'Kenneth Latrans'
Join Date: Aug 2009
Location: Wyoming, Michigan
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Re: [DF] Limited Teleport Spell: an acceptable option?
Personally, I've always allowed Blink so adding another teleport to my list could work.
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01-23-2013, 05:54 AM | #12 | ||
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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The reason of why it was forbidden was to avoid instant and (at some degree) easy dungeon escape and return, as Toadkiller said. Quote:
So if the spells that extends the wizard's sight is a problem, just say "No supernatural ability that improves the wizard's vision work with this spell". |
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01-23-2013, 07:45 AM | #13 | |
Fightin' Round the World
Join Date: Aug 2004
Location: New Jersey
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Re: [DF] Limited Teleport Spell: an acceptable option?
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I'd probably allow teleporting blind, but start with a -10 (same as sudden blindness in combat) plus normal spell penalties.
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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 |
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01-23-2013, 09:03 AM | #14 |
Join Date: Nov 2006
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Re: [DF] Limited Teleport Spell: an acceptable option?
Teleport is not the problem as much as the fact that spell is too powerful for the cost. If the range is reduced to short distances then there would not be too unfair.
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01-23-2013, 10:34 AM | #15 |
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Re: [DF] Limited Teleport Spell: an acceptable option?
The issue with the Teleport spell isn't range, energy cost, casting time, or any other basic statistic, but the fact that it lets you teleport to any place you've ever seen, carrying up to Heavy encumbrance. It robs a DF adventure of all tension if the wizard can ferry loot to the Secret Hiding Place shortly after it's found, make regular supply runs for healing potions and arrows, zap himself to town to charge his power item whenever the party rests, and even grab a wounded pal for a visit to the Temple of Great Healing. The entire issue of resource-management – encumbrance effects of loot forcing difficult choices, consumables being expended, hard calls about when to use healing, etc. – goes out the window, rolled into an additional FP cost that, however large the GM makes it, can be negated by using some of the extra loot the heroes cart to town to pay for extra paut or a quick refill of a power item.
The two changes that would fix all the problems are:
Note that the issue of peering through keyholes, using Wizard Eye to see faraway places, etc. isn't terribly relevant to why we removed Teleport from DF. A wizard who wants to blink off to some place that only he can visit (and possibly one that only he can see, if using vision magic!) will get what he deserves. If the GM wants to make this a bigger risk, then have Teleport announce its arrival with a bright flash and a loud noise.
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
01-23-2013, 01:44 PM | #16 | ||
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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01-23-2013, 01:59 PM | #17 |
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Re: [DF] Limited Teleport Spell: an acceptable option?
I'd restrict encumbrance before restricting the use of magical vision to target Teleport, put it that way. Most wizards would be very tempted to use magical scrying to "see" distant Teleport destinations if that were possible . . . and to be honest, that wouldn't bug me at all. That would be using magic in an intelligent manner, which is what wizards are supposed to do; it's part of what puts the "wise" in "wizard."
However, if you allow that, then you're back to wizards teleporting loot and pals to safety out of combat, unless you impose another drawback to forbid that very, very abusive effect. I think that an encumbrance limit would be perfect – not to mention more consistent with the Warp advantage. Hauling around big loads of armor and weapons is not what wizards are supposed to do. DF has stiff niche protection, and hefty loadouts are barbarian and knight territory, not wizard territory. I feel no guilt about telling wizards to suck it up; if they want to teleport with gear, then they should do the wizardly thing and get enchanted robes and magically lightened armor. Thus, you use "line of sight" to restrict the worst battlefield abuses (like making every attack a backstab and rendering magical obscuration worthless against teleporters), with the secondary effect of making out-of-combat abuses harder to arrange (remote viewing is failure-prone and spoofable). You use "Basic Lift only" to restrict the worst out-of-combat abuses (like ferrying loot and associates to town after remote viewing), with the secondary effect of making battlefield abuses harder to arrange (you can teleport behind the enemy if you're clever, but you won't be showing up in full armor). The two sort of support one another. As for the "special effect," Teleport isn't especially noticeable by default. I would say that it doesn't have a special effect as written in Magic. However, I'd strong counsel adding one as a third, minor limit on the spell in DF, and making this the GM's choice – not the player's. I've found that a bright flash and a loud pop, allowing anyone with vision or hearing to spot the wizard and foil all chance of Stealth, to be adequate.
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
01-23-2013, 02:34 PM | #18 |
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Re: [DF] Limited Teleport Spell: an acceptable option?
Here's how I'd rewrite the spell for DF:
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
01-23-2013, 02:48 PM | #19 |
Join Date: Oct 2008
Location: Campos dos Goytacazes - RJ - Brazil
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Re: [DF] Limited Teleport Spell: an acceptable option?
Amazing! And I liked the flash and loud pop effect because I had imagined a lightning-based teleport (like Raiden's Teleport from Mortal Kombat series).
By the way, two more questions:
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01-23-2013, 03:10 PM | #20 | ||
Join Date: Dec 2007
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Re: [DF] Limited Teleport Spell: an acceptable option?
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