True, but with three attacks to go off of (assuming three different enemies are in range) that's 30 feet. Even with just 20 feet, the PC could find a tree branch or ledge to poof appear onto.
True, but with three attacks to go off of (assuming three different enemies are in range) that's 30 feet. Even with just 20 feet, the PC could find a tree branch or ledge to poof appear onto.
Each teleport happens in turn, and your attacks don’t happen simultaneously. You would fall 10ft each turn, barring a house ruling.
True, but with three attacks to go off of (assuming three different enemies are in range) that's 30 feet. Even with just 20 feet, the PC could find a tree branch or ledge to poof appear onto.
Each teleport happens in turn, and your attacks don’t happen simultaneously. You would fall 10ft each turn, barring a house ruling.
Yep, two 10’ teleports with an attack against different foes earns you a third 10’ teleport and attack against a 3rd foe. Still, it would be good comic relief if nothing else if you had a bunch of foes and teleported above the center falling on them then repeated two more times on different members of the group. 1D6 falling damage plus a strength/Dex save to be knocked prone?
For what it's worth, the new Deft Explorer: Roving gives you a climbing speed equal to your walking speed as of level 6. There could be some interesting things you can do with teleporting vertically and climbing.
I would say that falling 10 feet for every vertical teleport upward of 10 in-between attacks is unrealistic. Remember that the entire turn takes 6 seconds. These attacks are happening one on top of the other - the only falling happens after the attacks are completed and no more teleporting is happening.
Acceleration of gravity is 32 ft/sec/sec, average velocity after 1 second is 16 ft/ sec and distance fallen is 16 ft in 1 sec. 10 ft would be about 2/3 send so the 3 falls would actually take about 2 seconds total. The teleports are instantaneous so even allowing for a second each to pick your spots you have an extra second left just in case in a single round.
Acceleration of gravity is 32 ft/sec/sec, average velocity after 1 second is 16 ft/ sec and distance fallen is 16 ft in 1 sec. 10 ft would be about 2/3 send so the 3 falls would actually take about 2 seconds total. The teleports are instantaneous so even allowing for a second each to pick your spots you have an extra second left just in case in a single round.
Applying real world mathematics and physics to D&D will not mesh with D&D rules.
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The damage doesn’t mesh but the timing does. In the adrenaline rush of combat 6 seconds can be a LONG time and and thoughts and decisions happen very rapidly. I will grant that a lot depends on your reaction rate and whether your paying attention or not. But under adrenaline that can nearly double. While reflex (unconscious) reactions can be as quick as 0.08 s conscious reflexes don’t get faster than 0.15 sec and for most folks are typically around 0.25-0.5 s for things they are expecting. Something novel (like the air teleport attacks) can take well over a second to recognize and react to in real situations. It takes far longer to play it out than to do it in real life n most cases. this really why the fighter can get 4 attacks by L20 - he is so practiced that combat situations are not only never new and novel, they are so well practiced that the fighter is ALWAYS BTDT in a fight and has a muscle memory reflex response to your attacks and defenses. By the time the ranger is high enough level to be using the teleports he/she should be fairly BTDT as well and should be able to pull this off against most foes without allowing for opportunity attacks.
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Wisea$$ DM and Player since 1979.
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It says I can teleport in an unoccupied space I can see. That must include vertical spaces, right?
Sure, but unless you're teleporting up onto a ledge or something you'll fall back down after making the attack
Three-time Judge of the Competition of the Finest Brews! Come join us in making fun, unique homebrew and voting for your favorite entries!
True, but with three attacks to go off of (assuming three different enemies are in range) that's 30 feet. Even with just 20 feet, the PC could find a tree branch or ledge to poof appear onto.
Of course you could teleport right above the foe and fall on them! The DM might even give you a break on your damage as the foe absorbs it for you. 😁😳
Wisea$$ DM and Player since 1979.
Each teleport happens in turn, and your attacks don’t happen simultaneously. You would fall 10ft each turn, barring a house ruling.
Yep, two 10’ teleports with an attack against different foes earns you a third 10’ teleport and attack against a 3rd foe. Still, it would be good comic relief if nothing else if you had a bunch of foes and teleported above the center falling on them then repeated two more times on different members of the group. 1D6 falling damage plus a strength/Dex save to be knocked prone?
Wisea$$ DM and Player since 1979.
For what it's worth, the new Deft Explorer: Roving gives you a climbing speed equal to your walking speed as of level 6. There could be some interesting things you can do with teleporting vertically and climbing.
I would say that falling 10 feet for every vertical teleport upward of 10 in-between attacks is unrealistic. Remember that the entire turn takes 6 seconds. These attacks are happening one on top of the other - the only falling happens after the attacks are completed and no more teleporting is happening.
Acceleration of gravity is 32 ft/sec/sec, average velocity after 1 second is 16 ft/ sec and distance fallen is 16 ft in 1 sec. 10 ft would be about 2/3 send so the 3 falls would actually take about 2 seconds total. The teleports are instantaneous so even allowing for a second each to pick your spots you have an extra second left just in case in a single round.
Wisea$$ DM and Player since 1979.
Applying real world mathematics and physics to D&D will not mesh with D&D rules.
Three-time Judge of the Competition of the Finest Brews! Come join us in making fun, unique homebrew and voting for your favorite entries!
The damage doesn’t mesh but the timing does. In the adrenaline rush of combat 6 seconds can be a LONG time and and thoughts and decisions happen very rapidly. I will grant that a lot depends on your reaction rate and whether your paying attention or not. But under adrenaline that can nearly double. While reflex (unconscious) reactions can be as quick as 0.08 s conscious reflexes don’t get faster than 0.15 sec and for most folks are typically around 0.25-0.5 s for things they are expecting. Something novel (like the air teleport attacks) can take well over a second to recognize and react to in real situations. It takes far longer to play it out than to do it in real life n most cases. this really why the fighter can get 4 attacks by L20 - he is so practiced that combat situations are not only never new and novel, they are so well practiced that the fighter is ALWAYS BTDT in a fight and has a muscle memory reflex response to your attacks and defenses. By the time the ranger is high enough level to be using the teleports he/she should be fairly BTDT as well and should be able to pull this off against most foes without allowing for opportunity attacks.
Wisea$$ DM and Player since 1979.