If there is a spell that needs to go away...They have their simulacrum cast it.
If there is a spell that needs to go away...They have their simulacrum cast it.
Emphasis mine. That's is an incredibly patient DM and group of players. Unless by finished the campaign, you mean you ended the campaign after the first session of that nonsense.
I would also say that most of the time teleport is the gameplay version of a McGuffin. If it's important to get someplace to stop something or the campaign ends, you will get there. If you don't want to spend time at the table on traveling, you won't. Maybe that means you hand-wave most of a two month journey or the DM just puts the location 2 days away instead of 2 months.
There is nothing in the fiction of campaigns that requires teleport unless the DM decides to make it required. Teleport is just an excuse to have fast travel so people can see different parts of the world.
Prompted by these posts - one solution seems to be to not play a railroad-y game.Sure. And I am not saying that skipping content is automatically bad. It is a matter of taste what content one finds interesting.
I was a bit off on the wish consequences (later post) but, yeah, having simulacrum essentially be a wish proxy is both a great idea - and seems like a total abuse.They have their simulacrum cast it.
It's not about railroads at all. Trivially bypassing potentially interesting stuff limits the possibility of emergent game play. We don't need to have specific end goal in mind for this to be an issue.Prompted by these posts - one solution seems to be to not play a railroad-y game.
Then we don't have things required by "the fiction"; nor content that gets "skipped".
If there is a spell that needs to go away...
If there is a spell that needs to go away...
Then put the interesting stuff at the teleport location.It's not about railroads at all. Trivially bypassing potentially interesting stuff limits the possibility of emergent game play. We don't need to have specific end goal in mind for this to be an issue.
Then put the interesting stuff at the teleport location.
I'm running into this myself at the moment. Rime of the Frostmaiden includes a quest with a simulacrum of a dead wizard who wants to use an ancient device to turn him from an illusory copy into a real creature, but he's hampered by his inability to learn meaning that he can't do any more research on the artifact than his original had done prior to casting him.I've never actually seen anyone use this spell, but if I did I would warn them that I rule that you cannot make a simulacrum of a simulacrum since it is only partially real. But this is one of the most vague and open to interpretation spells there is. Does it do anything unless verbally commanded to do so? Is it an independent thinking being? It obeys spoken commands, but can it truly show initiative or react to things not explicitly stated in it's verbal commands? It's as intelligent as the original creature but that doesn't mean it has free will or creativity. How far does the lack of ability to learn extend? Can it learn how to get to a new outpost on it's own or will it be confused if the street the original creature normally went down is no longer there? Who knows!