How to beat Abrupt Jaunt?

Post/Author/DateTimePost
#1

dumah87

Nov 14, 2011 4:56:28
Good morning everyone,

I'm playing a Conjurer and I took Abrupt Jaunt ACF from PHB2 which allows me to teleport up to 10 feet as immediate action, Intelligence times/day.

My DM says it's to powerfull, so he cut it to 3 times/day.

To convince him that it's not that powerfull, I'd like a list of things (spells, phisical attacks) who beat this powerfull ( but not game-breaking) ACF.

Any Idea?
#2

Tempest_Stormwind

Nov 14, 2011 13:07:09
Good morning everyone,

I'm playing a Conjurer and I took Abrupt Jaunt ACF from PHB2 which allows me to teleport up to 10 feet as immediate action, Intelligence times/day.

My DM says it's to powerfull, so he cut it to 3 times/day.

To convince him that it's not that powerfull, I'd like a list of things (spells, phisical attacks) who beat this powerfull ( but not game-breaking) ACF.

Any Idea?


First, it's Intelligence modifier, so a good low-level conjurer with 18 Intelligence can barely do it four times per day.

Second, it's an immediate action, which is once per round and it prevents you from using a swift action next round. This is critical when you look at later spells, especially those in the Spell Compendium.

Third, don't attack him in melee and the 10' shifts don't really matter. ("Great, you teleport 10' further away. You're still within one range increment from my next arrow." Or "10' teleport? Fine, you're still within the area of that fireball.") If wizards were letting foes get into melee range, then A) the wizard isn't being as careful as his Intelligence score would suggest, and B) your party tank isn't doing his job.

Fourth, attackers with immediate actions of their own can foil or intercept it. The Tome of Battle is full of these for melee (Setting Sun in particular has good ones for this), and later books like the PHB2 and the Spell Compendium have magic options, including the oh-so-broken Celerity line of spells ("Why, yes, I will take my entire turn as an immediate action!" - If you want to mitigate the drawback, you can do it in two feats with Least Dragonmark and Mark of the Dauntless.).

It's Just Not That Uber. It's useful, sure, but your DM is overreacting. I suspect when he plays he's very much used to lower-level play, and/or play that focuses very heavily on melee warriors, am I right?
#3

dumah87

Nov 14, 2011 14:54:06
Good morning everyone,

I'm playing a Conjurer and I took Abrupt Jaunt ACF from PHB2 which allows me to teleport up to 10 feet as immediate action, Intelligence times/day.

My DM says it's to powerfull, so he cut it to 3 times/day.

To convince him that it's not that powerfull, I'd like a list of things (spells, phisical attacks) who beat this powerfull ( but not game-breaking) ACF.

Any Idea?


First, it's Intelligence modifier, so a good low-level conjurer with 18 Intelligence can barely do it four times per day.

Second, it's an immediate action, which is once per round and it prevents you from using a swift action next round. This is critical when you look at later spells, especially those in the Spell Compendium.

Third, don't attack him in melee and the 10' shifts don't really matter. ("Great, you teleport 10' further away. You're still within one range increment from my next arrow." Or "10' teleport? Fine, you're still within the area of that fireball.") If wizards were letting foes get into melee range, then A) the wizard isn't being as careful as his Intelligence score would suggest, and B) your party tank isn't doing his job.

Fourth, attackers with immediate actions of their own can foil or intercept it. The Tome of Battle is full of these for melee (Setting Sun in particular has good ones for this), and later books like the PHB2 and the Spell Compendium have magic options, including the oh-so-broken Celerity line of spells ("Why, yes, I will take my entire turn as an immediate action!" - If you want to mitigate the drawback, you can do it in two feats with Least Dragonmark and Mark of the Dauntless.).

It's Just Not That Uber. It's useful, sure, but your DM is overreacting. I suspect when he plays he's very much used to lower-level play, and/or play that focuses very heavily on melee warriors, am I right?



1) you're right, I wrote wrong, but I know it's Int modifier
2) it's what I Said to him!
3) it's what I Said to him!
 A)Absolutely agree with you B) ditto.
"My DM's answer is: if you don't need so many of that, why do you ask me more times/day?"
4) we don't use ToB

He played only and only one character, a Cleric :D Slow player, he doesn't like character (wizards) who uses teleport spells (He tried to ban even spells like DIMENSION STEP/HOP or REGROUP!)

Tell him to attack you with Magic Missiles, use a mobile combatant with a range weapon or long reach weapon like a spike chain or spear or pole arm, or use a resilient sphere spell on you, or force you to use up your number of times per day jaunt ability and just let you have it.




Is What a SAID to him!!!
#4

dumah87

Nov 14, 2011 14:56:23
Anyway, thanks for help,

I'll try one last assault to gain what I deserve for trading my familiar.

Thank you guys!
#5

Tempest_Stormwind

Nov 14, 2011 17:09:54
You can counter his argument ('why are you asking for more times per day') by saying "If it doesn't matter, why are you houseruling it?" 

You can also tactically demonstrate why it isn't all that uber by showing him what low-level teleports that are that uber can do. Dimension Hop is about on par with Abrupt Jaunt, really, but Benign Transposition is where it really shines. That spell doesn't get as much praise as it deserves, mostly because people think of themselves as disconnected rather than within the same party. Ready an action to Transpose your team's slow-ass cleric or fighter with your team's rogue or charging berserker right after they finish their charge, and have the fighter or cleric ready their response for when they appear within reach. 

You really should look into the TOB as well, but that's another issue. It's right up there with the XPH in terms of "best expansion book for 3.5 ever printed" and it would help set the context of abrupt jaunt rather neatly. 
#6

dumah87

Nov 15, 2011 3:36:58
You can counter his argument ('why are you asking for more times per day') by saying "If it doesn't matter, why are you houseruling it?" 
 



mmm nice.


You can also tactically demonstrate why it isn't all that uber by showing him what low-level teleports that are that uber can do. Dimension Hop is about on par with Abrupt Jaunt, really, but Benign Transposition is where it really shines. That spell doesn't get as much praise as it deserves, mostly because people think of themselves as disconnected rather than within the same party. Ready an action to Transpose your team's slow-ass cleric or fighter with your team's rogue or charging berserker right after they finish their charge, and have the fighter or cleric ready their response for when they appear within reach. 
 



TB is awesome. In fact I can't undestand WHY he allows this and doesn't allow such ACF or spells


You really should look into the TOB as well, but that's another issue. It's right up there with the XPH in terms of "best expansion book for 3.5 ever printed" and it would help set the context of abrupt jaunt rather neatly. 



I said the we don't use ToB (or XPH), but I "perfectly" know how they work (cause I'm DM in another campaing, and sometime I use those book to have fun).
The main problem is that my DM is accustomed to a world (and a series of books) where the Cleric outshines above all (we use 3core books, Phb2, Completes and Spell Compendium), and every book who could mine this (see ToB, see XPH) must be bannes. Furthermore he doesn't read/speak english very well so he doesn't want to waste time/energy to learn new stuff.
But you know...DM's campaign, DM's rules...

Thank you guys!

P.S. I apologize for my complains

#7

gadeschaos

Nov 15, 2011 6:50:38
I know it can be rude but my best suggestions is : Dont' play with this DM

I know those kinds of campaign and, if you choose the "favourite" dm class, you will do everything and the others will get bored to hell cause they will not be able to do anything, since the "champion" will do all the work alone. 

I experimented this one time and i will never again do a campaign like that 
#8

dumah87

Nov 15, 2011 10:13:58
Unfortunately,

Our gruop of player is real small, we can't afford other DM
The more we grow up the less is the number of D&D players we have
So I/we'll keep this campaign

I entrust in my ability to open his mind ,

after all I'm his DM(in my campaign) on the last 10years, My word would mean something! :D
#9

Trance-Zg

Dec 09, 2013 4:38:30

We've house ruled it to be swift action and distance is 25ft + 5ft/2 levels to compensate little for this.

 

You will still fall into pit trap, but you'll be able to get out.

You will still be able to get out of grapple but will have to endure one round of ground'n'pound.

 

 

#10

Tempest_Stormwind

Dec 09, 2013 9:17:11

You bumped a two-year resolved thread?

 

I'm going to let it rest on points 1-3 above, and add: If your DM is not able to work around that, then he is not using dangerous enough foes.

 

Also, I left off a higher-level alternative: (Greater) Anticipate Teleporation. The wizard tries to use Abrupt Jaunt to get out of the way... and removes himself from combat for a few rounds, appearing in the smoking ruin of his party's corpses, nicely arranged into the phrase "We could have won if we had our wizard!".