(Msg. 46) Posted: Sun Jun 14, 2009 4:28 pm
Post subject: Re: scry/buff/teleport query [Login to view extended thread Info.] Archived from groups: rec>games>frp>dnd (more info?)
On Sun, 14 Jun 2009 20:24 +0100 (BST), jrowlandstuart RemoveThis @cix.co.uk
(JOanna Rowland-Stuart) wrote:
>> So long as the air leaks away slowly enough
>> that you can empty your lungs in time you'll take no damage and can
>> function normally until you pass out. If it's faster than that,
>> though, it's going to come out and shred your lungs and throat in
>> the
>> process.)
>Under Spelljammer rules, a character ejected into space retained a certain amount
>of air surrounding their body, proportionate to their mass, which stayed with them
>(slowly becoming foul). There was no decompression effect. Instead one suffocated
>unless one could replenish or purify one's personal atmosphere.
>
>It all depends on the world set-up - even if interplanetary space is vacuum, is it
>treated like the world we know, or is it Wildspace? Are solar systems actually
>crystal spheres floating on a sea of phlogiston?
>
>And so on
>
>If you go via real-world rules, one dare not go much beyond ten miles up (50,000
>feet), or one risks passing out from anoxia before being able to do the next
>Teleport.
You can't remain conscious above 30,000 without aid of some kind and
above 44,000 you need magic. (In the 30..44k range I would permit
alchemical approaches--oxygen generators of some kind.) Above 44k
it's going to have to be something that negates the need to breathe
entirely. It has never become an issue but I would be inclined to say
-1 to all stats for every thousand feet above 15k, or 30k if using
non-magical aid.
>That said, nothing to say one cannot go twenty miles at a 45 degree angle (thus
>maximising height and horizontal distance with the takeoff), 100 miles with the
>second and subsequent Teleports, then a teleport down to just above one's
>destination, and a final Teleport when one has a clear view of the landing spot.
>
>To be honest, I'd prefer Shadow Walk (1 hr/level @ 50 miles/hour) which is a 5th
>level spell same as Teleport, or Greater Teleport (unlimited range) which is a 7th
>level spell.
If you're high enough I would let you go as much as 300 miles on a
level teleport. With practice I would allow this to be
lengthened--you learn exactly what angle and range you need to pop in
at a safe altitude. The tolerances grow very tiny as the range goes
up, though--it's not something you do without a lot of practice and
expect to survive it.
I also wouldn't use a bunch of teleports coming down--just drop and
feather fall when you get close. If you have a specific landing spot
you recognize you probably don't need to play games teleporting in the
sky.
(Msg. 47) Posted: Tue Jun 16, 2009 4:25 pm
Post subject: Re: scry/buff/teleport query [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
On 2009-06-13, Kyle Wilson wrote:
> In any reasonable world, I'd expect that someone would have researched
> items that limit teleport and probably items that can either foil
> scrying or detect it and trace it back. I'd also expect area spells
> that do the same to exist. These would not be of much interest to
> lower level adventurers or other low power types (and thus might be
> assumed to be overlooked) but would become very relevant once the
> players reached levels where teleport effects become common.
I once ran a game where I made it obvious that one ought to be a bit
careful with teleport early on, long before any of the players could
actually cast teleport. You can work that into lower level stuff
easily enough (NPC: "Normally I'd just teleport over, but people who
'port to that area tend to vanish, so I need someone to check this
site out on foot.") and it makes it seem less like you're just doing
an a$$ pull when they get to a level where s-b-t becomes possible.
--
--- An' thou dost not get caught, do as thou wilt shall be the law ---
"Religion disperses like a fog, kingdoms perish, but the works of
scholars remain for an eternity." - Ulughbek
>>(There are also some nasty tricks a villian can play. I had a villian
>>of Small size to begin with who used a PERMANENT REDUCE PERSON spell
>>to become Tiny. His underground lair was sized for Tiny people as
>>well. Things looked pretty routine for the SCRY spell. The Tiny
>>rooms were a big problem to try to TELEPORT into, though.)
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