![]() ![]() Letting demons accidentally go to wrong (possibly dangerous) dimensions seems 100% fine though, since even if they end up in a place too dangerous to survive, they're not gone forever, and might be willing to risk it. I can see why we would avoid doing it for dragons (they generally don't auto-respawn, not even gods tend to do that without help of other gods) so it would make dimensional teleports for dragons too dangeruos to try. That's part of why I think it would be okay for demons/dyvalians though: because of that eventual resurrection. This would explain why Imps would hesitate to teleport at low skill: they might accidentally go to the "Blender Dimension" instead of Dyval, get chopped up, and then their soul will waste decades floating on autopilot back to Dyval and then decades more being regrown from an egg. I'm wondering if I'm missing a 3rd option somewhere like "you go somewhere you didn't intend". It seems like the options are either "you end up exactly where you wanted to go" or "you go nowhere". the 1D4 melees of concentration that Ley Line Phasing requires sounds a little more balanced! The limit "three times per 24 hours" isn't exactly "stranded on a world" problems, you could make 21 attempts a week at that rate and even with a meager 10% chance, you're probably going to escape!ĭ+G doesn't seem to give an activation-cost in terms of time for dimensional teleport, although "each attempt counts as a melee action and uses up one melee attack" appears in the preceding "Teleport" paragraph. merely says "a failed roll does not work", which is not very intimidating. Since dragons don't use PPE for their dimensional teleports, I think that reinforces the 13 PPE just being for the "automatic success home" ability dimensional masters get. of Dragons and Gods mentions dragons' dimensional teleport is "very similar to the supernatural of demons" so it seems like the best place to borrow rules from, barring an explicit explanation of them somewhere. Eventually though, even a 10% success rate is going to pan out, so I think we need a mechanic to explain why an Imp wouldn't want to brute-force through multiple failures until they succeeded. Imps have at least 27 PPE so they would be able to try that at least twice (26 PPE) before needing to try and sleep their PPE back (5 PPE per hour) to make multiple attempts. However I think that might only be intended for the "flawlessly Dimensional Teleport back to any level of Dyval" part. Here it talks about taking 3 melee attacks and costing 13 PPE. The only hint I can think of to possible base this on is on page 14 under "10. It's never clear to me the default rules of: Yes, imps have a pathetic % chance of success, but even a mere 10% will usually succeed after 10 tries, so what stops an Imp from merely brute-forcing his way to freedom? I want to understand WHY this is the case. ![]() Pg 60 of Dyval for example:Īn Imp deserted from the minion war, or an Imp who has gotten separated from his companions, is likely to be stuck on that world until someone sends him away or the Imp takes a leap of faith through a Rift I'm looking to find discussions of mechanics to try and understand descriptions. ![]()
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