Talk:Teleporter (5e Class)
Teleportation Points (TP)[edit]
I don't have a lot of time to go point for point on everything but I do wanna try and touch things as I see them. TP should be spelled out. Also, am I reading correctly that if I have 20 Charisma I can cast a 3rd level spell at first level? ~ BigShotFancyMan 11:35, 14 May 2019 (MDT)
- Yes at 20 you would be able to cast one 3rd level spell per long rest. My thinking being there's a less than 1% chance to roll 18 for stats to be boosted to 20 and that after doing so you lose them until completing a long rest so you'd either want to save it or just use your other spells. But this is also the first time I'm ever making a class so I'm willing to tweak if it's too much.--Dfrickenx (talk) 13:56, 14 May 2019 (MDT)
- I am being patient before ruling it "OMG ITS OP" ~ BigShotFancyMan 06:39, 15 May 2019 (MDT)
- When I had glanced further, clarity. I am not sure what some features actually do: Teleport Proficiency, Range Extension, Friendly Phase, Warp Out.
- It is hard to balance an article without clarity first. ~ BigShotFancyMan 08:59, 15 May 2019 (MDT)
- So I went through, thought about each and my goal in creating that feature, I'm going to separate the others cause they were longer but Range :::::Extension's goal was to increase the distance that the teleporter could travel. So Misty Step would have a 60 foot travel distance as opposed to 30. I :::::understand that that was confusing because the range denoted in the spell itself is self, so thank you for pointing that out :-)--Dfrickenx (talk) 18:24, 15 May 2019 (MDT)
So for teleport proficiency my goal in the feature was to have the teleporter able to teleport easier and at will rather than needing to use their action. This way they could do other things after like dimension door to attack, interact with objects or give a creature a potion. But if the spell required concentration or a material cost the spell isn't second nature and does require an action instead. I hope that makes sense--Dfrickenx (talk) 18:24, 15 May 2019 (MDT)
Friendly phase was to be able to use a spell like dimension door centered on an ally as long as they're willing to have the spell work on them. This way you could move them around the battlefield to more beneficial places without needing to touch them personally, setting up magic users for better positioning or getting them out of harms way.--Dfrickenx (talk) 18:24, 15 May 2019 (MDT)
So the Warp Slayer may not have very high defensive stats but they have to consistently put themselves in harms way by teleporting close to the enemy. I wanted to give them a possible escape route as they start facing even stronger enemies to remove themselves from the fight or at least get away from that enemy. The idea was that if they landed the attack they'd also have the instinctive sense to teleport back from the enemy at contact but if they missed the attack they would have either over committed, been shaken by the failure, or simply stopped from teleporting so that they can not escape from the attack.--Dfrickenx (talk) 18:24, 15 May 2019 (MDT)
Rewrite Idea[edit]
I love, love, LOVE the ideas of this class. I would like to take a crack at refining them even more though... a lot of grammar/spelling improvements, applying the rules of When to Italicize and Capitalize, applying the best practices of 5e Class Design Guide, adding more links, adding more hierarchy, fixing a few features that seem really abusable, and clarifying a few mechanics I found a bit confusing.
I've written up a "draft" revision on my user page with all the suggestions, with before-and-after comparisons. Would you mind taking a look? I've tried to retain or guess your original intentions as much as possible, but a handful of features just felt too confusing or abusable and I've suggested more major rewrites for those. The reasons behind each change are included too, in the "compare changes" areas.
Since this is your class, it's only appropriate that I ask you for feedback, and if you like the revision, see if you'd approve of me moving the changes into your Teleporter page here. If you don't like them, no worries, I can figure something else out.
Hope you can take a look! Draft: User:ShadowfaxSTF
--ShadowfaxSTF (talk) 22:50, 11 August 2020 (MDT)
- It's been 3 weeks with no comments. Even left a message of interest on the page author's Talk page, as suggested here but not heard back. Going to merge in my recommended changes, but if there's any disagreements, feel free to let me know!
- --ShadowfaxSTF (talk) 12:49, 2 September 2020 (MDT)
- Logic behind the changes I reverted:
- 1st Level spells went from "no applicable spells" to "expeditious retreat, jump, longstrider, Zephyr Strike"
- Why are there so many non-teleportation spells on this teleportation spell list? Do we honestly believe the ability to teleport as a cantrip + over a dozen longer-range spells isn't powerful enough, we need to add even more movement spells? Not only that, the best beginner-friendly spell that's useful in combat (Misty Step) that was provided so new characters can instantly get into the teleporter action is being delayed to later levels so they can Jump farther? The 10-foot teleportation cantrip they already have isn't good enough? I suggest we stay focused on the theme here: teleportation. Let's not throw in spells to be like all the other fullcaster classes. By being specialized in only one type of magic, the caster loses a lot of utility, and letting them access their useful spells a little sooner than more generalized fullcasters isn't a downside... it's appropriate for a specialist caster.
- Teleport point range increased from 5-32 to 13-51
- Previously, a max-level character could summon two almighty Solar with Gate per day. With the new point range, they can now summon four. Hurray? All so characters can have more Jump and Longstrider casts per day. Is this really a positive change? This is an already OP class, no need to nearly double the amount of spells a Teleporter can use per day. Also, the change failed to update the text describing the formula it's calculated with: "The Total Teleport Points column of the Teleporter table shows the total points you have, which is always equal to your Teleporter level + double your Proficiency bonus."
- New class feature: "You may also ritual cast for 8hours designate a single area of 10ft diameter. As a teleportation circle that you and one person you designate may teleport to at the cost of 1 teleport point. To designate a new area you must ritual cast this once again."
- Ignoring all the grammar issues... Teleportation Circle is a 5th-level spell. We're giving this Level 2 character a 5th-level spell, when we apparently can't even entrust them with Misty Step? All so they can teleport to home from anywhere in the world (really unclear how... normally, you need to stand on another teleportation circle or invoke the 7th-level Teleport spell to translocate to another circle) for a ridiculously cheap 1 Teleport Point? I'm afraid this just doesn't make sense.
- "teleporters end up adopting one of three combat styles: Warp Slayer, Blurred Brawler, or Plane Manipulator." changed to "forsaking magical abilities in place for more power (damage)."
- We just going to pretend there's not an entire subclass dedicated to magic (the Plane Manipulator)? And why start the sentence with "Traveler have" instead of "Teleporters have"... ignoring the grammar, what class do we think this is? It feels like the author did not realize they were rewriting the introduction to the 3 subclasses, or only cared about their favorite subclass, which unfortunately makes it a bit confusing to read.
- --ShadowfaxSTF (talk) 04:18, 29 March 2021 (MDT)
Spell duplication[edit]
The 4th level spell Crystalline Chamber appears to be identical to the 7th level spell Demiplane Portal