Given the associations (Fey Touched etc.), you could just as easily say Misty Step opens a portal to the Feywild, where you take a brief and pleasant three year second jaunt before returning to whatever point you were aiming for.
You can do whatever you want to do :) However keep in mind that that the game distinguishes between teleportation and plane shifting.
I don't think the game actually does, though, except in defining which can get you to certain destinations. sure, teleport and plane shift are different spells and do different things, but the rules for those spells are just for those spells. In fact, because there is no such thing as a "general" teleport or plane shift rule, the game really doesn't even really define what they are or if they are truly separate things as it relates to things like opportunity attacks/etc (personally I rule that plane shifting is teleportation for the purposes of OAs since the mechanics of how they work seem similar in the ways that matter to OAs)
Without specific rules on what and how teleportation/plane shifting work as general concepts, its impossible to know whether the designers intend for them to be different in any measurable way other than the destinations allowed.
Chapter 10 of the PHB defines the rules and mechanics of how spells use the energy of magic and how to understand what a spell intends. The spells info block at the top of the description of how the spell works gives one clues on what the context of the spell does.
Teleport is for traveling to a destination only within the current plane of existence based on how familiar one is with said destination.
Plane Shift is Teleport but for interdimensional planar travel, it uses a tuning fork that is tuned to the specific frequency of magical energy weave of the plane of existence one would travel to.
When Plane Shifting a DM could use the same complications table in Teleport to determine if the teleporting group were on target, or missed it completely.
The rules in those spells apply only to those spells. There is no general rule for "teleporting" but multiple spells require the target to teleport (Misty Step, Steel Wind Strike, etc). There is no general rule for "plane shifting" (well, there's a little in the DMG, but not regarding the mechanics or what it is), but multiple spells require the target to shift planes (Banishment, Blink, etc).
It is certainly possible to consider plane shifting to be teleporting btw, but I would not go so far as to say that the rules in the teleport spell apply to the plane shift spell.
The general rule for teleportation is the Teleport spell. If one notices, all other spells that "teleport" are of a lower magical energy usage, and begin to define the "distance" and location one can travel in direct proportion to the energy used in the spell.
I'm sorry, but this is categorically incorrect. General rules are described in general rules, not in specific ones. the description of teleportation in that spell is a rule for that spell only, otherwise every teleport spell would have the chance of failure described in that spell, as none of them target teleportation circles or require you to have an associate object. That is clearly not RAW or RAI.
If you read the other teleportation spells, they have text that describes how one determines where they teleport to.
You teleport yourself from your current location to any other spot within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as "200 feet straight downward" or "upward to the northwest at a 45- degree angle, 300 feet."
4th level spell, range 500 ft, verbal component only. difference between it and Teleport is the distance one can travel, the level power of the spell ( which makes the power of the spell directly effect the distance on can traverse ) and the fact you do not have to be familiar with the destination( thus no complications ) make it nearly identical to the teleport spell.
and who is to say that those spells weren't derived by some some wizard who developed the teleport spell?
Given the associations (Fey Touched etc.), you could just as easily say Misty Step opens a portal to the Feywild, where you take a brief and pleasant three year second jaunt before returning to whatever point you were aiming for.
You can do whatever you want to do :) However keep in mind that that the game distinguishes between teleportation and plane shifting.
I don't think the game actually does, though, except in defining which can get you to certain destinations. sure, teleport and plane shift are different spells and do different things, but the rules for those spells are just for those spells. In fact, because there is no such thing as a "general" teleport or plane shift rule, the game really doesn't even really define what they are or if they are truly separate things as it relates to things like opportunity attacks/etc (personally I rule that plane shifting is teleportation for the purposes of OAs since the mechanics of how they work seem similar in the ways that matter to OAs)
Without specific rules on what and how teleportation/plane shifting work as general concepts, its impossible to know whether the designers intend for them to be different in any measurable way other than the destinations allowed.
Chapter 10 of the PHB defines the rules and mechanics of how spells use the energy of magic and how to understand what a spell intends. The spells info block at the top of the description of how the spell works gives one clues on what the context of the spell does.
Teleport is for traveling to a destination only within the current plane of existence based on how familiar one is with said destination.
Plane Shift is Teleport but for interdimensional planar travel, it uses a tuning fork that is tuned to the specific frequency of magical energy weave of the plane of existence one would travel to.
When Plane Shifting a DM could use the same complications table in Teleport to determine if the teleporting group were on target, or missed it completely.
The rules in those spells apply only to those spells. There is no general rule for "teleporting" but multiple spells require the target to teleport (Misty Step, Steel Wind Strike, etc). There is no general rule for "plane shifting" (well, there's a little in the DMG, but not regarding the mechanics or what it is), but multiple spells require the target to shift planes (Banishment, Blink, etc).
It is certainly possible to consider plane shifting to be teleporting btw, but I would not go so far as to say that the rules in the teleport spell apply to the plane shift spell.
The general rule for teleportation is the Teleport spell. If one notices, all other spells that "teleport" are of a lower magical energy usage, and begin to define the "distance" and location one can travel in direct proportion to the energy used in the spell.
I'm sorry, but this is categorically incorrect. General rules are described in general rules, not in specific ones. the description of teleportation in that spell is a rule for that spell only, otherwise every teleport spell would have the chance of failure described in that spell, as none of them target teleportation circles or require you to have an associate object. That is clearly not RAW or RAI.
If you read the other teleportation spells, they have text that describes how one determines where they teleport to.
You teleport yourself from your current location to any other spot within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as "200 feet straight downward" or "upward to the northwest at a 45- degree angle, 300 feet."
4th level spell, range 500 ft, verbal component only. difference between it and Teleport is the distance one can travel, the level power of the spell ( which makes the power of the spell directly effect the distance on can traverse ) and the fact you do not have to be familiar with the destination( thus no complications ) make it nearly identical to the teleport spell.
1) the chance for failure is a huge part of the spell teleport. You can't say (teleport is the basis for all other teleporting!) and exclude over half the spell text, just "because". If you use the rules of the Teleport Spell as a general rule, then the best case scenario for any other teleport spell is the "very familiar" unless you happen to be holding something native to the area. "very familiar" has a 25% chance of some sort of failure. That is untenable for other teleports and also wholly unsupported by the RAW
2) not all teleports are the result of a spell.
3) it is better to say that 1) teleport spells only have rules that apply to themselves and not any other, and 2) teleport is an undefined game term that conforms to common english definitions, than to say anything otherwise, as anything otherwise is not reading the rules the way they are supposed to be read.
and who is to say that those spells weren't derived by some some wizard who developed the teleport spell?
That wizard is Jeremy Crawford (and team), who wrote the rules. the PHB/DMG/MM are not written by in-universe beings.
Imagine that we record the movements of a person in contact with the ground as a line path in a 2D plane. If the person leaps from point A to point B, we cannot plot that path as a line, only two unconnected points. (They are not in contact with the ground, so they don't leave a path on it). You might argue that this means the line between them has no distance. But I argue the path exists, it's just not visible on the 2D projection.
I wouldn't argue that at all. Nor have I ever. I've consistently argued instead this: I'd argue we follow his exact path and calculate how far he moved along the arc he actually took. NOT the line between the two points the way you want to measure it.
Say A and B are 40ft apart and I fly up directly from A and fly in a sweeping arc until landing on B after having used my full 60ft ft speed.
I'd rule they moved 60ft. You'd rule they moved 40 ft.
Let me try again. Have you ever heard of Flatland? In the 2D projection example, I'm talking about what someone who can only see in 2D could see. A 2D entity can't see the path in 3D, only the points in 2D. And in your example, since they measure only the distances in 2D (because that's what is important to them), then yes, they would say the person has moved 40 feet. The other 20 feet moved in 3D space is irrelevant to their measurements. It doesn't exist to them. They have no way to measure or know about it. A 2D entity who believed as you do, would say that the person moved 0 feet, because there's no 2D-only path between those points.
But, when we go up to 3D (which is the dimensions we care about), we measure the path as 60 feet. That's what is important to us. The teleport path exists, but we can't measure it through the other dimension that it passes. But the distance we care about is the distance between those two points. Any higher-order distance in a different dimension is irrelevant to us. But the two points are connected by a path, and the 3D projection length of that path is X feet, even if there are only 2 locations in 3D space that we can see.
and who is to say that those spells weren't derived by some some wizard who developed the teleport spell?
That wizard is Jeremy Crawford (and team), who wrote the rules. the PHB/DMG/MM are not written by in-universe beings.
hahahahaha. no
Jeremy Crawford didn't come up with the teleport spell my dude rofl.
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I'm probably laughing.
It is apparently so hard to program Aberrant Mind and Clockwork Soul spell-swapping into dndbeyond they had to remake the game without it rather than implement it.
You teleport yourself from your current location to any other spot within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as "200 feet straight downward" or "upward to the northwest at a 45- degree angle, 300 feet."
4th level spell, range 500 ft, verbal component only. difference between it and Teleport is the distance one can travel, the level power of the spell ( which makes the power of the spell directly effect the distance on can traverse ) and the fact you do not have to be familiar with the destination( thus no complications ) make it nearly identical to the teleport spell.
and who is to say that those spells weren't derived by some some wizard who developed the teleport spell?
One of the biggest differences between teleport spells, one that is relevant here, is whether they target the entities to be teleported (Misty Step and Teleport both do this) or the destination of the teleport (as Dimension Door does), which is why Dimension Door's range is how far you can teleport, but both Misty Step and Teleport's range is how far away a target to be teleported can be. You need to be careful what inferences you draw. A Sorcerer using Distant Spell on Dimension Door can teleport farther, but using the same magic on Teleport lets them teleport targets which are farther away.
One of the biggest and falsest inferences people often draw about teleportation spells (not all teleportation is magical, let alone spell-based; Horizon Walker Distant Strike is an example of non-magical teleportation) is that all of them obey the same teleportation physics, but what they do is all obey the same spellcasting physics. That means both Misty Step and Teleport can teleport through total cover - but Dimension Door can't, because all spells fail if their target is on the other side of total cover from the caster.
So as I said, just be careful what inferences you draw.
Imagine that we record the movements of a person in contact with the ground as a line path in a 2D plane. If the person leaps from point A to point B, we cannot plot that path as a line, only two unconnected points. (They are not in contact with the ground, so they don't leave a path on it). You might argue that this means the line between them has no distance. But I argue the path exists, it's just not visible on the 2D projection.
I wouldn't argue that at all. Nor have I ever. I've consistently argued instead this: I'd argue we follow his exact path and calculate how far he moved along the arc he actually took. NOT the line between the two points the way you want to measure it.
Say A and B are 40ft apart and I fly up directly from A and fly in a sweeping arc until landing on B after having used my full 60ft ft speed.
I'd rule they moved 60ft. You'd rule they moved 40 ft.
Let me try again. Have you ever heard of Flatland? In the 2D projection example, I'm talking about what someone who can only see in 2D could see. A 2D entity can't see the path in 3D, only the points in 2D. And in your example, since they measure only the distances in 2D (because that's what is important to them), then yes, they would say the person has moved 40 feet. The other 20 feet moved in 3D space is irrelevant to their measurements. It doesn't exist to them. They have no way to measure or know about it. A 2D entity who believed as you do, would say that the person moved 0 feet, because there's no 2D-only path between those points.
lol... Are you a 2D entity?
If no, and you're capable of three dimensional spatial thinking, then go ahead and just measure the path the character actually took. Not an arbitrary line they didn't take.
But, when we go up to 3D (which is the dimensions we care about), we measure the path as 60 feet. That's what is important to us.
Correct, his ACTUAL path is what is important. The result here, is from MY method of measuring his ACTUAL path.
The teleport path exists, but we can't measure it through the other dimension that it passes.
Yes, we can measure it. It is 0ft. I've been giving you it's measurement repeatedly.
But the distance we care about is the distance between those two points.
Why because now you're a 2D entity????
Any higher-order distance in a different dimension is irrelevant to us. But the two points are connected by a path, and the 3D projection length of that path is X feet, even if there are only 2 locations in 3D space that we can see.
You're talking an awful lot like you think you're a 2d entity here.
Just. Measure. His. Actual. Path. 0ft.
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I'm probably laughing.
It is apparently so hard to program Aberrant Mind and Clockwork Soul spell-swapping into dndbeyond they had to remake the game without it rather than implement it.
That means both Misty Step and Teleport can teleport through total cover - but Dimension Door can't, because all spells fail if their target is on the other side of total cover from the caster.
Huh? Do you have a some reference for that? The way I read it, DimDoor suggests that it works through total cover, or most of the examples it gives for how to use it wouldn't be valid.
That means both Misty Step and Teleport can teleport through total cover - but Dimension Door can't, because all spells fail if their target is on the other side of total cover from the caster.
Huh? Do you have a some reference for that? The way I read it, DimDoor suggests that it works through total cover, or most of the examples it gives for how to use it wouldn't be valid.
It can be argued that the targeting metrics of Dimension Door infer a specific override to spell targeting rules, but its not explicitly stated that the spell overrides the general targeting rules for spells, so some folks here say it doesn't
Misty Step requires you to be able to see the space you go to, so most examples of full cover would block this, but there are ways around that (my favorite is using a familiar)
Answer this, in all the material(s) that are written, why is the word "teleport" used?
Because it references the magical spell Teleport , which becomes the defacto general rule for teleportation.
As for who created the teleport spell, it has appeared in the original D&D :
Teleport: Instantaneous transportation from place to place, regardless of the distance involved, provided the user knows where he is going (the topography of the arrival area). Without certain knowledge of the destination teleportation is 75% uncertain, so a score of less than 75% of the percentile dice results in death. If the user is aware of the general topography of his destination, but has not carefully studied it, there is an uncertainty factor of 10% low and 10% high. A low score (1-10%) means death if solid material is contacted. A high score (91-100%) indicates a fall of from 10 to 100 feet, also possibly resulting in death. If a careful study of the destination has been previously made, then the Magic-User has only a 1% chance of teleporting low and a 4% chance of coming in high (10-40 feet).
The team that worked together to create the 5E rules and spells, took the original spell(s) and other D&D written content from all D&D editions, and wrote them to fit within the other rules and spells that were created for 5E. Whoever the original teleport author was, or whoever was the final say of the 5E version, Teleportation is magical and plays by those rules that define what magic can do in the context of the rules in general.
That means both Misty Step and Teleport can teleport through total cover - but Dimension Door can't, because all spells fail if their target is on the other side of total cover from the caster.
Huh? Do you have a some reference for that? The way I read it, DimDoor suggests that it works through total cover, or most of the examples it gives for how to use it wouldn't be valid.
It can be argued that the targeting metrics of Dimension Door infer a specific override to spell targeting rules, but its not explicitly stated that the spell overrides the general targeting rules for spells, so some folks here say it doesn't
Misty Step requires you to be able to see the space you go to, so most examples of full cover would block this, but there are ways around that (my favorite is using a familiar)
• Jeremy Crawford argues this way for one.
• A window or any other transparent cover would be the most common instance I'd say.
That means both Misty Step and Teleport can teleport through total cover - but Dimension Door can't, because all spells fail if their target is on the other side of total cover from the caster.
Huh? Do you have a some reference for that? The way I read it, DimDoor suggests that it works through total cover, or most of the examples it gives for how to use it wouldn't be valid.
It can be argued that the targeting metrics of Dimension Door infer a specific override to spell targeting rules, but its not explicitly stated that the spell overrides the general targeting rules for spells, so some folks here say it doesn't
Misty Step requires you to be able to see the space you go to, so most examples of full cover would block this, but there are ways around that (my favorite is using a familiar)
and who is to say that those spells weren't derived by some some wizard who developed the teleport spell?
That wizard is Jeremy Crawford (and team), who wrote the rules. the PHB/DMG/MM are not written by in-universe beings.
hahahahaha. no
Jeremy Crawford didn't come up with the teleport spell my dude rofl.
Who did then? (and remember we are talking 5e rules, Gary Gygax or anyone associated with earlier editions is not an acceptable answer).
Rofl. "not an acceptable answer" Righteo chap.
1. Really it is better to stick to reality vs fiction. Jeremy Crawford is a human being in the real world, not a wizard in D&D. Saying otherwise is unsettling and ... yeah, problematic.
That part of my statement was a joke. I can (believe it or not) tell fantasy from reality. Jeremy Crawford, the human IRL, is the lead designer for 5e, that means that he, and his team, are responsible for writing the rules of this edition. While they were likely building on the work of the past, what resulted was the result of their labor, and their intent. The work of those who came before, for previous editions, do not weigh on how the spells of 5e work.
2. In-fiction: origins of spells is pretty common. Most of the spells we know have had their name's reduced to shorthand versions over time, but many of the were originally developed by specific named wizards at some point, and were often named after those people. Teleport is such a general-use common functionality spell that it has never had this attribution, but that doesn't mean there wasn't an in-universe wizard once upon a time who did craft the very first teleportation spell. It being lost to history doesn't mean it didn't or couldn't have happened.
The game, wisely, does not dictate who developed most of the spell in-universe. That gives DMs the freedom to do so. It also means that any attempt to claim that spells are similar because they were created by the same in-universe spellcaster is pointless to a mechanics and rules discussion
3. In-reality: Jeremy didn't come up with the Teleport spell, even if we're discussing 5e, saying he "came up" with is would still be a lie. You could say translated a previous edition's version into a 5e compatible version. But "derived"? "Developed"? No. No not even kinda.
Unless he copied the wording wholesale from a prior edition, the words he chose have an impact on how the spell is read. Even if he copied it wholesale, there was an intent there to do so. If a player tried to argue the rules using references to 4e or 3.5e, I'd laugh them off the table, and you know why? because the rules do not require knowledge of what came before to be adjudicated. From and interpretation perspective, the previous versions might not even have existed.
Ultimately, you chose the dumbest possible topic to argue here, and your condescending tone was not appreciated. Good Day.
That means both Misty Step and Teleport can teleport through total cover - but Dimension Door can't, because all spells fail if their target is on the other side of total cover from the caster.
Huh? Do you have a some reference for that? The way I read it, DimDoor suggests that it works through total cover, or most of the examples it gives for how to use it wouldn't be valid.
It can be argued that the targeting metrics of Dimension Door infer a specific override to spell targeting rules, but its not explicitly stated that the spell overrides the general targeting rules for spells, so some folks here say it doesn't
Misty Step requires you to be able to see the space you go to, so most examples of full cover would block this, but there are ways around that (my favorite is using a familiar)
• Jeremy Crawford argues this way for one.
I'm not sure which side of the argument you are saying he supports.
• A window or any other transparent cover would be the most common instance I'd say.
Of course that would work to allow misty step to bypass. I was not intending to list every situation the spell could be used to successfully bypass cover, just that the spell requires sight in some way to be able to select a spot to appear
That means both Misty Step and Teleport can teleport through total cover - but Dimension Door can't, because all spells fail if their target is on the other side of total cover from the caster.
Huh? Do you have a some reference for that? The way I read it, DimDoor suggests that it works through total cover, or most of the examples it gives for how to use it wouldn't be valid.
It can be argued that the targeting metrics of Dimension Door infer a specific override to spell targeting rules, but its not explicitly stated that the spell overrides the general targeting rules for spells, so some folks here say it doesn't
Misty Step requires you to be able to see the space you go to, so most examples of full cover would block this, but there are ways around that (my favorite is using a familiar)
Answer this, in all the material(s) that are written, why is the word "teleport" used?
Because "teleport" has a common english definition that fits the effect taking place
Because it references the magical spell Teleport , which becomes the defacto general rule for teleportation.
Nope, see above.
As for who created the teleport spell, it has appeared in the original D&D :
Teleport: Instantaneous transportation from place to place, regardless of the distance involved, provided the user knows where he is going (the topography of the arrival area). Without certain knowledge of the destination teleportation is 75% uncertain, so a score of less than 75% of the percentile dice results in death. If the user is aware of the general topography of his destination, but has not carefully studied it, there is an uncertainty factor of 10% low and 10% high. A low score (1-10%) means death if solid material is contacted. A high score (91-100%) indicates a fall of from 10 to 100 feet, also possibly resulting in death. If a careful study of the destination has been previously made, then the Magic-User has only a 1% chance of teleporting low and a 4% chance of coming in high (10-40 feet).
The team that worked together to create the 5E rules and spells, took the original spell(s) and other D&D written content from all D&D editions, and wrote them to fit within the other rules and spells that were created for 5E. Whoever the original teleport author was, or whoever was the final say of the 5E version, Teleportation is magical and plays by those rules that define what magic can do in the context of the rules in general.
Prior editions do not weigh in on adjudicating 5e rules. Previous wordings and definitions are not applicable. What is potentially applicable are 1) the spell text in 5e (known as RAW), 2) common english definitions of words not defined in the rules (assisting you in understanding RAW), 3) statements of intent from the game designers (known as RAI) and 4) the interpretations of the DM (known as RAF when it deviates from #s 1, 2, and 3).
Who originally created the teleport spell IRL is not important. Who created the current version IRL of it is, if you care about their opinion (See RAI, above). Who created it in-universe is changeable and up to the DM, so long as the rules are upheld (and if they aren't, its RAF and homebrew)
It can be argued that the targeting metrics of Dimension Door infer a specific override to spell targeting rules, but its not explicitly stated that the spell overrides the general targeting rules for spells, so some folks here say it doesn't
dimension door allows to you visualize a target location, or pinpoint exact coordinates you're trying to get to. That makes cover all but irrelevant, but it also creates interesting possibilities (i.e. a player dimension dooring through a solid locked door assuming there's a floor on the other side...)
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by the way Dimension Door should have it's Range in it's header changed to 5ft as the spell by it's definition targets "Yourself" and or a "willing" creature 5 ft from you.
It can be argued that the targeting metrics of Dimension Door infer a specific override to spell targeting rules, but its not explicitly stated that the spell overrides the general targeting rules for spells, so some folks here say it doesn't
dimension door allows to you visualize a target location, or pinpoint exact coordinates you're trying to get to. That makes cover all but irrelevant, but it also creates interesting possibilities (i.e. a player dimension dooring through a solid locked door assuming there's a floor on the other side...)
I know....and I allow it to bypass cover because I agree that the text infers a specific exception to targeting rules. I was just stating why others might not agree.
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If you read the other teleportation spells, they have text that describes how one determines where they teleport to.
Dimension Door says
4th level spell, range 500 ft, verbal component only. difference between it and Teleport is the distance one can travel, the level power of the spell ( which makes the power of the spell directly effect the distance on can traverse ) and the fact you do not have to be familiar with the destination( thus no complications ) make it nearly identical to the teleport spell.
and who is to say that those spells weren't derived by some some wizard who developed the teleport spell?
1) the chance for failure is a huge part of the spell teleport. You can't say (teleport is the basis for all other teleporting!) and exclude over half the spell text, just "because". If you use the rules of the Teleport Spell as a general rule, then the best case scenario for any other teleport spell is the "very familiar" unless you happen to be holding something native to the area. "very familiar" has a 25% chance of some sort of failure. That is untenable for other teleports and also wholly unsupported by the RAW
2) not all teleports are the result of a spell.
3) it is better to say that 1) teleport spells only have rules that apply to themselves and not any other, and 2) teleport is an undefined game term that conforms to common english definitions, than to say anything otherwise, as anything otherwise is not reading the rules the way they are supposed to be read.
That wizard is Jeremy Crawford (and team), who wrote the rules. the PHB/DMG/MM are not written by in-universe beings.
Let me try again. Have you ever heard of Flatland?
In the 2D projection example, I'm talking about what someone who can only see in 2D could see. A 2D entity can't see the path in 3D, only the points in 2D. And in your example, since they measure only the distances in 2D (because that's what is important to them), then yes, they would say the person has moved 40 feet. The other 20 feet moved in 3D space is irrelevant to their measurements. It doesn't exist to them. They have no way to measure or know about it.
A 2D entity who believed as you do, would say that the person moved 0 feet, because there's no 2D-only path between those points.
But, when we go up to 3D (which is the dimensions we care about), we measure the path as 60 feet. That's what is important to us. The teleport path exists, but we can't measure it through the other dimension that it passes. But the distance we care about is the distance between those two points. Any higher-order distance in a different dimension is irrelevant to us. But the two points are connected by a path, and the 3D projection length of that path is X feet, even if there are only 2 locations in 3D space that we can see.
Technically his title is Sage, not Wizard :)
hahahahaha. no
Jeremy Crawford didn't come up with the teleport spell my dude rofl.
I'm probably laughing.
It is apparently so hard to program Aberrant Mind and Clockwork Soul spell-swapping into dndbeyond they had to remake the game without it rather than implement it.
Who did then? (and remember we are talking 5e rules, Gary Gygax or anyone associated with earlier editions is not an acceptable answer).
One of the biggest differences between teleport spells, one that is relevant here, is whether they target the entities to be teleported (Misty Step and Teleport both do this) or the destination of the teleport (as Dimension Door does), which is why Dimension Door's range is how far you can teleport, but both Misty Step and Teleport's range is how far away a target to be teleported can be. You need to be careful what inferences you draw. A Sorcerer using Distant Spell on Dimension Door can teleport farther, but using the same magic on Teleport lets them teleport targets which are farther away.
One of the biggest and falsest inferences people often draw about teleportation spells (not all teleportation is magical, let alone spell-based; Horizon Walker Distant Strike is an example of non-magical teleportation) is that all of them obey the same teleportation physics, but what they do is all obey the same spellcasting physics. That means both Misty Step and Teleport can teleport through total cover - but Dimension Door can't, because all spells fail if their target is on the other side of total cover from the caster.
So as I said, just be careful what inferences you draw.
lol... Are you a 2D entity?
If no, and you're capable of three dimensional spatial thinking, then go ahead and just measure the path the character actually took. Not an arbitrary line they didn't take.
Correct, his ACTUAL path is what is important. The result here, is from MY method of measuring his ACTUAL path.
Yes, we can measure it. It is 0ft. I've been giving you it's measurement repeatedly.
Why because now you're a 2D entity????
You're talking an awful lot like you think you're a 2d entity here.
Just. Measure. His. Actual. Path. 0ft.
I'm probably laughing.
It is apparently so hard to program Aberrant Mind and Clockwork Soul spell-swapping into dndbeyond they had to remake the game without it rather than implement it.
Huh? Do you have a some reference for that? The way I read it, DimDoor suggests that it works through total cover, or most of the examples it gives for how to use it wouldn't be valid.
It can be argued that the targeting metrics of Dimension Door infer a specific override to spell targeting rules, but its not explicitly stated that the spell overrides the general targeting rules for spells, so some folks here say it doesn't
Misty Step requires you to be able to see the space you go to, so most examples of full cover would block this, but there are ways around that (my favorite is using a familiar)
Answer this, in all the material(s) that are written, why is the word "teleport" used?
Because it references the magical spell Teleport , which becomes the defacto general rule for teleportation.
As for who created the teleport spell, it has appeared in the original D&D :
The team that worked together to create the 5E rules and spells, took the original spell(s) and other D&D written content from all D&D editions, and wrote them to fit within the other rules and spells that were created for 5E. Whoever the original teleport author was, or whoever was the final say of the 5E version, Teleportation is magical and plays by those rules that define what magic can do in the context of the rules in general.
• Jeremy Crawford argues this way for one.
• A window or any other transparent cover would be the most common instance I'd say.
For reference: Game designer says DimDoor goes through total cover.
https://twitter.com/jeremyecrawford/status/1251663658368724993?lang=en
That part of my statement was a joke. I can (believe it or not) tell fantasy from reality. Jeremy Crawford, the human IRL, is the lead designer for 5e, that means that he, and his team, are responsible for writing the rules of this edition. While they were likely building on the work of the past, what resulted was the result of their labor, and their intent. The work of those who came before, for previous editions, do not weigh on how the spells of 5e work.
The game, wisely, does not dictate who developed most of the spell in-universe. That gives DMs the freedom to do so. It also means that any attempt to claim that spells are similar because they were created by the same in-universe spellcaster is pointless to a mechanics and rules discussion
Unless he copied the wording wholesale from a prior edition, the words he chose have an impact on how the spell is read. Even if he copied it wholesale, there was an intent there to do so. If a player tried to argue the rules using references to 4e or 3.5e, I'd laugh them off the table, and you know why? because the rules do not require knowledge of what came before to be adjudicated. From and interpretation perspective, the previous versions might not even have existed.
Ultimately, you chose the dumbest possible topic to argue here, and your condescending tone was not appreciated. Good Day.
I'm not sure which side of the argument you are saying he supports.
Of course that would work to allow misty step to bypass. I was not intending to list every situation the spell could be used to successfully bypass cover, just that the spell requires sight in some way to be able to select a spot to appear
For the record, I agree that it does, I was just explaining why others might not.
Because "teleport" has a common english definition that fits the effect taking place
Nope, see above.
Prior editions do not weigh in on adjudicating 5e rules. Previous wordings and definitions are not applicable. What is potentially applicable are 1) the spell text in 5e (known as RAW), 2) common english definitions of words not defined in the rules (assisting you in understanding RAW), 3) statements of intent from the game designers (known as RAI) and 4) the interpretations of the DM (known as RAF when it deviates from #s 1, 2, and 3).
Who originally created the teleport spell IRL is not important. Who created the current version IRL of it is, if you care about their opinion (See RAI, above). Who created it in-universe is changeable and up to the DM, so long as the rules are upheld (and if they aren't, its RAF and homebrew)
dimension door allows to you visualize a target location, or pinpoint exact coordinates you're trying to get to. That makes cover all but irrelevant, but it also creates interesting possibilities (i.e. a player dimension dooring through a solid locked door assuming there's a floor on the other side...)
Active characters:
Carric Aquissar, elven wannabe artist in his deconstructionist period (Archfey warlock)
Lan Kidogo, mapach archaeologist and treasure hunter (Knowledge cleric)
Mardan Ferres, elven private investigator obsessed with that one unsolved murder (Assassin rogue)
Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
by the way Dimension Door should have it's Range in it's header changed to 5ft as the spell by it's definition targets "Yourself" and or a "willing" creature 5 ft from you.
Guess the Dev team at WOTC missed that.
I know....and I allow it to bypass cover because I agree that the text infers a specific exception to targeting rules. I was just stating why others might not agree.