Shiff replied? Huh, I must have my filter on that blocks his posts.
Can Tyra have a baby Dragon to fly her around? No? Oh Darn it all... :p
Might want to try World of Warcraft(tm). The rogues on that game have flash powder which does a similar thing :\\In all seriousness, rogues can escape pretty easy as it is if they choose the right feats. remember you should always have your party to distract things while you make your escape
So, in essence, you (and possibly others) are looking for an equivalent means by which non-magical characters may "fast travel" from any location. As Chongo pointed out, this becomes another question of how we can better "balance" the classes, and when it comes to 3rd ed. DnD and NWN, Magic rules all. If you want to be mega-powerful, turn to magic. Granted, you can be freaking awesome without it, but magic will always win in the end. And according to my understanding, that's not a dynamic we're pursuing to change (much) in this incarnation of Layo.That said, I'd support each class having their own "fast travel" option, though discovering the IC manner of explaining the means might be a trick.
Things is, Not all magic users have fast ways of transportation. In fact only two have. Druids, with their abilities to portal through trees, and Wizard with their tome.
On teleportation: The REAL class that should feel slighted in all of this is the Sorcerer. Wizards and Treehuggers get to poof and the guy with the magic blood of dragons has to take the bus. If anything, somebody who cast magic without preparation should be even better at the skill, since he's walking around with a higher Blood Alnothical Content.
Things that take Bjorn 10 minutes to kill in a long drawn out slugfest take only about 2 minutes with Willy arching over his shoulder. Add that to crippling strike on the flank and you have one deranged little leprechaun slicing hamstrings all over. Now combine the rogue with Farros' songs of fear and blindness and you get the ultimate sneak attack feast.
An alchemy recipe for BLINDING powder is not unreasonable, and would likely be dex to blink in time based rather than fort. The stink bombs that stun themselves though... bad idea.
On an off Topic note... Why Can't we craft Thunderstones?
Alchemical flash powder isn't unreasonable, though what would take the place of the magnesium powder (the flash part)? We could use some lesser used but scarce/hard to find gem dust (phenalope/feldspar/garnet) mixed with whatever is needed for making invis potions (essence of invisibility?) and a leather pouch. OR A lump of coal, topaz dust (sulfur?) and some salt in a leather pouch (IE- Black Powder)? I could think of a number of recipes of varying difficulty for a new sort of Grenade Weapon that gives a short duration invis to any within it's blast radius (so you could poof away your party too).
They don't. One has to be a SD to archive that feat. [LORE]http://lore.layonara.com/Hide%20in%20Plain%20Sight[/LORE]
I've also seen rogues get HiPS on other servers at level 21, i've also seen it available on assassin's at after the 9th level, I think in NWN2 (though I'm not positive) that both of these classes get it too.
I won't get into Druids because that's a whole different "kind" of magic, but I can maybe shed some light (and maybe update LORE a bit more if there is consensus, though such has been discussed in the past) as to why Wizards get Teleportation and Sorcs don't. It boils down to the fundamental difference between the casters in a ritual casting world:Wizards cast by ritual (spells prepared in advance); they have no inherent connection to magic (at least not by DnD standards). Sorcerers cast "on the fly" (no preparation needed); they have an inherent connection to the Al'noth, and as such use their own bodies as the "components" (which also means that casting for a sorcerer should ultimately be more taxing and dangerous as when a spell is cast ritually, the components are almost always used up, but the sorcerer doesn't want himself to be "used up" when he casts, heh; not to mention, a sorcerer could possibly have their connection to the Al'Noth stripped, while you'd have to strip a Wizard's memory for him to lose his casting ability.).When a wizard "prepares" his/her spells, he/she is actually casting the spell. He goes through the motion of casting the spell right up to the very last component, be it a word, bit of sand, or whatever, which he saves to activate the spell at the instant he needs it.. This is where spell components come in to play. Spell components are essentially that last pieces needed to complete the ritual (or part of the last "piece," but lets keep things simple for now ). In other words, a wizard casts all his spells before he casts his spells. :p It also means that if a wizard doesn't have a spell prepared, he's out of luck... and worse, he can't really take a spell and alter it to fit the circumstance without actually preparing the altered version of the spell. Sorcerers are much more flexible in this regard... so, let's look at sorc's.Sorcerers breath, eat, spit, sweat, and give the flu to magic. They don't need to ritually prepare a spell. They just think about it, throw out whatever final component is required for the spell, and boom, there it is. This means that a spell and all of its possible iterations are castable by a sorcerer (assuming the sorcerer can cast the spell in the first place) without having previously worked out the process needed to make the alterations work (though mechanically such alterations aren't very available IG and you need GM help to put them into practice). Now, DnD limits the number of spells a sorcerer "knows" in order to sort of demonstrate that they are savants, and while they could in fact cast anything, there is some internal ability to control the magic of each spell type and a person just plain can't have all the internal defenses to control every type of magical possibility. Now, all that was to introduce the teleportation spell and why sorcerers (in general) can't really accomplish the feat. Like all spells, Teleportation needs some sort of focus, certain components to interact with the magic and make it work (mind you, we're still working ritual magic here; get rid of components and rituals and you don't need to worry about this mumbo-junmbo, but then "wizards" also cease to exist- everyone becomes a "sorcerer" of sorts.). A wizard can set up all the pieces of the ritual, complete the spell, and without any other energy expended on his part complete the spell. The spell doesn't draw on a wizard's person, his being, in order to complete the spell. And this is key, because teleportation magic requires components to exist in multiple (at least two) locations. A sorcerer, then, that uses his person as the "components" to complete the spell... but the sorcerer cannot be in two places at once. This creates a significant issue with regard to completing the spell. The sorcerer would require some other means of finishing the spell, either by magical artifact or a connection to something (or someone) else with the power to handle teleportation magic.Hope that helps, and yeah, things will be different in the MMO.DISCLAIMER: Because magic in Layo has long been in a state of flux and interpretation as we move to a whole new set-up, a GM's interpretation of how magic works on his/her quests is what you should always default to. Inconsistencies are bound to happen as not all were brought up indoctrinated with "DnD," and we are as a world and game moving away from DnD style magic. Actually, that's one of the reasons why we're moving to our own system, so we can have some measure of consistency.
But what it really boils down to is we just didn't code it that way. And Sorcerors are thus underbalanced to wizards who get metamagic feats AND teleport. I wish they got access to persuade and bluff skills at least.
Or more spell slots to demonstrate the sheer power they have