Teleportation and D&D Standards
- Howdy, all--
To start addressing some of the points that have come up
recently, here's a note on Teleportation.
Yes, the caveat that "Teleportation is instantaneous travel
through the astral plane" is a hoary old D&Dism, but I left it in the
power description because I basically decided what to keep and
what to toss on a case-by-case basis. As ever, I reserve the right
to make faulty judgments. ;) When I got around to teleportation, I
thought that for the sake of d20 utility I might as well change as
little as possible. I plan on giving Teleportation an expanded
treatment in the June issue of NHCOJ, and one of the
enhancements featured will be the "your teleportation doesn't
involve the astral plane" switcheroo. Cheap, too.
Cheers and best,
> I plan on giving Teleportation an expandedCool! Putting on my GM hat, I personally would let one switch it
> treatment in the June issue of NHCOJ, and one of the
> enhancements featured will be the "your teleportation doesn't
> involve the astral plane" switcheroo. Cheap, too.
from the Astral to a similar MO for free - if they want to create
conduits through something more reasonable, like the Ethereal or
hyperspace or whatever. :) It's just special effect.
Now, if their MO for teleportation involves some extra
functionality, that's another story! (Also, if there is ever
a "Teleport Trace" ability, switching to another "special effect"
may help throw it off. If you use controlled wormholes instead of
the Ethereal, for example.)
May I just add that you seem to be showing your teleportation
deftness? Your entry seems to exist in two places at once. ;)