Talk:Waypoint Style Teleportation (3.5e Variant Rule)
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Ratings[edit]
Vinnyvedivici favors this article and rated it 4 of 4! | |
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THis is an elegant improvement over RAW teleport |
Sulacu favors this article and rated it 4 of 4! | |
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More than simply being excellent design, this article gives DMs the ability to create infrastructure in their fantasy world, which is an incredibly useful tool. This is the stuff worlds are built around. |
Spanambula favors this article and rated it 4 of 4! | |
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What everyone else said. My only complaint is that this wasn't created years ago when it could have prevented some DM headaches in my old campaigns. |
MisterSinister favors this article and rated it 4 of 4! | |
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This is a solution to the problem of teleportation that doesn't involve outright deletion, encourages interesting stories, and even reduces the level at which it is available. The only way I could love this more was if it made me pizza and had sex with me. |
Leziad favors this article and rated it 4 of 4! | |
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What Foxwarrior said. |
Foxwarrior favors this article and rated it 4 of 4! | |
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Fixes the things wrong with teleportation without nerfing it into oblivion. |
Really Restricted
When I did something similar a while back (see warp if you're curious) I explicitly allowed people to use any anchor they found, not just those they created, and I'm just curious what you intend to gain by not allowing that. - Tarkisflux Talk 22:43, 11 January 2012 (UTC)
- Well firstly let me say I love your warp, secondly let me ask if Im allowed to use your ancor and ritual part for my teleport fix. My idea was somthing about the line of by making a restriction on how many ancors one could have without incuring mishap, there would still be use of wayfare guids and it would play up to better teamplay (if you place a ancor in big city and camp, I put mine in great libeary and camp.) but will rework if allowed to use yours Born to Be Wild 09:02, 20 January 2012 (UTC)
- I wasn't worried about the teamplay aspect of "get somewhere near instantly", since it didn't seem like the sort of thing where spotlight sharing seemed necessary and it's not like a lot of people invest in the ability to teleport within a party. If you're just limited to those you have in your head or in a book, you still need to rely on wayfarers or even shady old guides to get to places you don't have the anchor symbol for. And that seemed a reasonably in genre thing to work with for me, but YMMV.
- Anyway, you can use mine, I don't mind at all. Did you want to take it and run with it, or do some sort of cooperative comprehensive teleport rework? - Tarkisflux Talk 17:21, 13 January 2012 (UTC)
- Im game with both of the two above, Im gonna try to insert your ancor with my spells but you just edit all you want... would it be ok if I put you as co-author Born to Be Wild 09:02, 20 January 2012 (UTC)
Merger?[edit]
Well, anchor's already ported in, so the first one looks well on its way. If you wanted to do a comprehensive teleport rework in conjunction with me, here's a list of things I'd want to tweak:
- I'd want to merge your revised teleport and my warp (mine was written against the 3.0 teleport and the 3.5 that your teleport is written against does a number of things better with respect to passengers and weight), and drop teleport as the spell name entirely.
- I'd then write up a greater warp and warp circle to fill in the other teleport slots, and probably keep them slightly lower level than their teleport counterparts.
- Go over all of the spells in the Teleportation Subschool, and update for compatibility (Refuge and Word of Recall specifically could be tweaked). Possibly move some of them into the Universal school.
- List [Teleportation] effects on the page, including Pursue Warp (3.5e Spell) and new effects like Aarnott's Null Teleport Zone (3.5e Spell). Add some warp variants (weighty warp, speedy warp, divine incoming warp, etc.).
- The replacement of teleport in monster entries with DD was a great call, and one that I hadn't really thought about. I would want to write an improved version of DD to replace greater teleport with in their entries. Maybe also give them warp or greater warp as well on some schedule.
If you're ok with the above plan in general, we can sort the details and then get started on the merger. If not, you're welcome to run with the anchor setup anyway, but I'll probably work something along those lines up anyway. - Tarkisflux Talk 21:41, 20 January 2012 (UTC)
- Sounds great just one thing if we move the the spells from level 5 and 7 we need to patch the travel domain to... But run with itBorn to Be Wild 22:09, 20 January 2012 (UTC)
- I'm pretty happy with the travel domain getting access to those spells a level after the wizard does, especially if Word of Recall is reworked to fit in (and likely winds up at level 4). I wouldn't complain about a re-do of it though.
- How do you feel about a rename of the variant rule, as this is turning into less of a "fix" and more of a replacement? - Tarkisflux Talk 22:57, 20 January 2012 (UTC)
- You change all you want, I love your ideas and If I see something that I do not agree with I will scream up here ok ;) Born to Be Wild 19:33, 21 January 2012 (UTC)
Naming Conventions and Namespace[edit]
You can drop the ", Fix" part of the name from the spells if you want, but they probably shouldn't have the same name as the SRD spell without a disclaimer at the top that they aren't the actual SRD version. Something like:
This spell is a variant teleportation spell intended for use with the Teleportation "Fix" variant rule. You may be looking for the SRD:Teleport instead.
... would be good, like we have with all of the redone feats. - Tarkisflux Talk 22:18, 17 January 2012 (UTC)
- done and thanks Born to Be Wild 09:03, 20 January 2012 (UTC)
All hail the chief[edit]
I made you the head author Tarkisflux since its gonna be mostly your work Born to Be Wild 19:43, 21 January 2012 (UTC), so stop asking permision and just make it awsome :)