Posted: Mon Jul 23, 2007 1:34 pm
You just have to play the "counter target creature's ability" instant...
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AP78 wrote:I was wondering how is it possbile to defeat a Dragon hatchling who has the ability to teleport 5 miles away.
Whenever there is a battle and he starts to get hurt, all he has to do is teleport away from the battle. since he is able to bio regenerate his MDC by the minute there seems really no way to stop him unless he fails his teleport % which i believe is 40-50%
The teleporting is a natural ability so negate magic would not work. it seems to me that beings that have the natural ability to teleport have a perfect way of escape
Any thought's or opinion about this topic
Thanks
Shadyslug wrote:You just have to play the "counter target creature's ability" instant...
Killer Cyborg wrote:AP78 wrote:I was wondering how is it possbile to defeat a Dragon hatchling who has the ability to teleport 5 miles away.
Whenever there is a battle and he starts to get hurt, all he has to do is teleport away from the battle. since he is able to bio regenerate his MDC by the minute there seems really no way to stop him unless he fails his teleport % which i believe is 40-50%
The teleporting is a natural ability so negate magic would not work. it seems to me that beings that have the natural ability to teleport have a perfect way of escape
Any thought's or opinion about this topic
Thanks
Kill it before it can run away.
Since there's a good chance of failure on each teleport attempt, you might be able to get several good attacks in even if it starts trying to flee immediately.
Semisonic9 wrote:Crazy Lou wrote:But suppose were talking an YAAI here?
Why do you think those things live so long?
Some would argue that Anti-Magic Cloud disables such an ability in CoM and Supernatural Beings, but there's no canon answer on it as far as I'm aware. Ditto Soul Drinking. Some would argue you cannot teleport through a force field, as well. Ultimately, all such judgements are up to the GM.
AP78 wrote:I was wondering how is it possbile to defeat a Dragon hatchling who has the ability to teleport 5 miles away.
Whenever there is a battle and he starts to get hurt, all he has to do is teleport away from the battle. since he is able to bio regenerate his MDC by the minute there seems really no way to stop him unless he fails his teleport % which i believe is 40-50%
The teleporting is a natural ability so negate magic would not work. it seems to me that beings that have the natural ability to teleport have a perfect way of escape
Any thought's or opinion about this topic
Thanks
Crazy Lou wrote:But suppose were talking an YAAI here?
gadrin wrote:YAAI = Yet Another Alien Intelligence (I think)
Crazy Lou wrote:gadrin wrote:YAAI = Yet Another Alien Intelligence (I think)
Hit the nail on the head.
Nekira Sudacne wrote:Have someone cast the spell Dimensional Barrier.
It sets an area where NO form of teleportation or dimensional travel will work.
Necrite wrote:I fear bringing this up - the topic has spawned so many heated debates in the past, but here goes:
Fight it in the back of a van.
As long as the van has the typical modifications that an adventuring party would use (MD armor plating, environmental seals to keep out gasses and radiation), the dragon can't TP out.
Necrite wrote:I can't remember the place it's stated, and can't find it right now, but it's stated that magic can't go through something full environmental; for example, if you cast fireball while in full environmental armor, it would leave your hand, hit the inside of the suit, and go off, inside the suit. Some people take this to mean that you can't teleport into/out of a full environmental suit/armor/vehicle. Much evidence has been dredged up to both support and disprove the theory, but nothing canon has ever been said on the subject.
I've been away for a while, and still use the old books. If RUE, or some other new book resolves this, please, fill me in.
Necrite wrote:I can't remember the place it's stated, and can't find it right now, but it's stated that magic can't go through something full environmental;
Some people take this to mean that you can't teleport into/out of a full environmental suit/armor/vehicle.
Crazy Lou wrote:Necrite wrote:I can't remember the place it's stated, and can't find it right now, but it's stated that magic can't go through something full environmental; for example, if you cast fireball while in full environmental armor, it would leave your hand, hit the inside of the suit, and go off, inside the suit. Some people take this to mean that you can't teleport into/out of a full environmental suit/armor/vehicle. Much evidence has been dredged up to both support and disprove the theory, but nothing canon has ever been said on the subject.
I've been away for a while, and still use the old books. If RUE, or some other new book resolves this, please, fill me in.
Well, I agree that you probably couldn't magically teleport out of something environmental, but this is a natural ability, not a magical spell.
Also, w/o reading all that evidence from both sides I can't really take a side, but I think that an environmental vehicle might be a bit different from armor, though in what ways I'm not sure.
Killer Cyborg wrote:Actually, it's a supernatural ability.
Crazy Lou wrote:Killer Cyborg wrote:Actually, it's a supernatural ability.
Really? I always thought the dragon description listed "Natural Abilities" not "Supernatural Abilities." *being facetious*
But seriously, how come a CoM has a SN ability? Why isn't it just "natural" or instinctive (w/o being of "SN" origin) to the CoM?
Rallan wrote:Y'know, I was about to give up without a good answer to this one, but then I remembered the magic bullet: Force Fields! I'm pretty sure in the Phase World book it mentions that force fields block most anything up to and including Phase Adept powers and Temporal Magic.
Talavar wrote:Anyone or thing that can teleport can teleport out of an environmental van provided they have either line of sight or a good idea where they're going.
Crazy Lou wrote:Nekira Sudacne wrote:Have someone cast the spell Dimensional Barrier.
It sets an area where NO form of teleportation or dimensional travel will work.
Is that in BoM? If so, page # pls, and if not then book and # pls. Thanks much!
Oh my gosh... was that the old teleport thread I just heard being mentioned???Killer Cyborg wrote:Rallan wrote:Y'know, I was about to give up without a good answer to this one, but then I remembered the magic bullet: Force Fields! I'm pretty sure in the Phase World book it mentions that force fields block most anything up to and including Phase Adept powers and Temporal Magic.
It's been heavily debated, and I forget what the consensus ended up being.
One camp thought that force fields blocked all forms of teleportation, the other thought that they only blocked phase teleportation.
Really... I thought there were some arguments on if anyone could teleport out of a cardboard box.Killer Cyborg wrote:Talavar wrote:Anyone or thing that can teleport can teleport out of an environmental van provided they have either line of sight or a good idea where they're going.
That's pretty much true of any teleportation.
You do realize that both large scale missile strikes and artillary barages have issues. First most missiles (as the RUE states) don't have guidance so it essentially the same as lobbing artillery rounds. If the missiles don't then I wouldn't expect the artillery rounds to be an excalibur round. Even if they did have guidance and could home in on a single living being you can tell when an artillery round is coming in and you can see the missiles. They may travel fast but how long does it take for teleport?Rift Jumper wrote:Magic, magic, magic. Everyone turns to magic. I'm telling you, a well planned missile strike, and old scaly will be a smear. Nobody gives credit to the fact that tech can do just as good a job if applied properly. No, it's all "spell this, and super/natural abilities that". Hit him with a freaking missile strike before the overgrown reptile can get a second chance to move. Enough concentrated Artillery and eventually the most hardened magical target will be forced to buckle. This is sadly, why Tolkeen failed. They believed magic was the end all, be all of power. When properly applied, technology won and magic failed.
Stop relying on spells to do the work, and don't try to make him stay. Let him run. Give him a second to think he's safe. Then let fly the missiles and pursue. Close on him and keep up the sustained bombardment as long as possible. Slippery them scale backs may be, but they can't run forever.
Munchkin Queen don't you mean Bletherad... unless your talking about another book?Nekira Sudacne wrote:Crazy Lou wrote:Nekira Sudacne wrote:Have someone cast the spell Dimensional Barrier.
It sets an area where NO form of teleportation or dimensional travel will work.
Is that in BoM? If so, page # pls, and if not then book and # pls. Thanks much!
No, it's in Library of Bethrald
Rallan wrote:Another option: cast 4-D transformation on yourself and him. Damn foo' can't escape you now unless he's got the innate ability to teleport to another dimension. Physically throwing him into the Astral Plane and ganking him there is another viable option.
Also (and I'm surprised nobody came up with this so far), there's always overwhelming force. With enough guys carrying big enough guns, you can hopefully frag your teleporty monster before it has time to realise that it's screwed and try to escape.
Zer0 Kay wrote:Rallan wrote:Another option: cast 4-D transformation on yourself and him. Damn foo' can't escape you now unless he's got the innate ability to teleport to another dimension. Physically throwing him into the Astral Plane and ganking him there is another viable option.
Also (and I'm surprised nobody came up with this so far), there's always overwhelming force. With enough guys carrying big enough guns, you can hopefully frag your teleporty monster before it has time to realise that it's screwed and try to escape.
You do realize most dragons have dimensional teleport as an innate ability right?
sHaka wrote:Zer0 Kay wrote:Rallan wrote:Another option: cast 4-D transformation on yourself and him. Damn foo' can't escape you now unless he's got the innate ability to teleport to another dimension. Physically throwing him into the Astral Plane and ganking him there is another viable option.
Also (and I'm surprised nobody came up with this so far), there's always overwhelming force. With enough guys carrying big enough guns, you can hopefully frag your teleporty monster before it has time to realise that it's screwed and try to escape.
You do realize most dragons have dimensional teleport as an innate ability right?
Which is why, if you're going the magic route, a Shifter is probably one of the best options - overide the beastie's ability to make a sneaky get away.
[Humourous Side Note]Semisonic9 wrote:Crazy Lou wrote:But suppose were talking an YAAI here?
Why do you think those things live so long?
Some would argue that Anti-Magic Cloud disables such an ability in CoM and Supernatural Beings, but there's no canon answer on it as far as I'm aware. Ditto Soul Drinking. Some would argue you cannot teleport through a force field, as well. Ultimately, all such judgements are up to the GM.
As far as Hatchlings go, they're not that hard to take down. I wasn't able to find any text on it, but, at the very least, I would make an attempt cost several melee actions. I think any of the teleport spells take at least 3, so 2-3 seems reasonable, and I may apply penalties if the character tries to TP around a lot without knowing where they're going.
If you really just want to spice things up for a PC who's using the ability a bit too much, have him run into a LLR of comparable power (perhaps a supernatural being himself) and have him hitch-hike the teleport and keep attacking. If he survives, perhaps next time your dragon will be more inclined to stay with the group.
Dragon- "Oh, I've teleported away to safety with my last 50 MDC! Yay me for another clever strategy"
*LLR casts Dessicate the Supernatural*
Dragon- "Crap! Time to re-roll!"
~Semi
PS- The other answer is to simply have your dragon get lost one time, especially if he flies far away. A gaming session spent watching other people play while your PC rolls Land Nav for an hour or two can suck.
That's why "God" (Kevin) writes Dragons to be easily susceptible to a beserker rage of sorts were all that they can think of is to attack the Enemy and NOT try to escape.AP78 wrote:I was wondering how is it possbile to defeat a Dragon hatchling who has the ability to teleport 5 miles away.
Whenever there is a battle and he starts to get hurt, all he has to do is teleport away from the battle. since he is able to bio regenerate his MDC by the minute there seems really no way to stop him unless he fails his teleport % which i believe is 40-50%
The teleporting is a natural ability so negate magic would not work. it seems to me that beings that have the natural ability to teleport have a perfect way of escape
Any thought's or opinion about this topic
Thanks
Actually, the Force Fields of Phase world are specifically described as stopping ALL forms of teleportation......provided the field in question surrounds the creature on all sides, apparently.Talavar wrote:Anyone or thing that can teleport can teleport out of an environmental van provided they have either line of sight or a good idea where they're going.
I'm on the side that where Phase World is discussing force fields preventing teleportation, it is specific to the phase teleportation of the prometheans, not every form of teleportation under the sun - especially not magic forms of teleportation.