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Teleport /fly /misty step the bane of cool dungeon design is RAW in 5E
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<blockquote data-quote="aco175" data-source="post: 7223249" data-attributes="member: 27385"><p>Most of these have not come up too much in my games. There is <em>misty step<em> where a few times someone jumped through a window or past a gate he could see through. Most of the time is gets used to get behind a monster or escape a grapple. Fly seems to be more a mid-level power and <em>teleport </em>more a higher level power. Most of my campaigns tend to wrap up before these get too much play.</em></em></p><p><em><em></em></em></p><p><em><em>I agree with some of the other comments where these should be countermeasures. Feel free to make items and powers that redirect where teleport goes and limits these powers. Be careful that you do not do it all the time though. I remember all the old 1st edition modules seemed to start the module with a list of spells that do not work in this dungeon, like teleport and commune with god. It got old and frustrating as a player that you could not use your cool powers every dungeon. I remember there was arguments over this and once not even going into the dungeon. </em></em></p><p><em><em></em></em></p><p><em><em>As the DM you should feel free to change the rules for NPCs and monsters. Give the enemy mage a 1/rest power to dispel magic. Create a shackle spell that the PCs can get only be finding the NPC spellbook. I have created NPCs that occasionally travel with the PCs and get played by the other players if a fight comes up. One of the cool fighter powers on the 5th level warrior-type was a close burst 1 power from 4e. A simple power that can be used 1/rest. It is simple and the players want it for their fighter now.</em></em></p></blockquote><p></p>
[QUOTE="aco175, post: 7223249, member: 27385"] Most of these have not come up too much in my games. There is [I]misty step[I] where a few times someone jumped through a window or past a gate he could see through. Most of the time is gets used to get behind a monster or escape a grapple. Fly seems to be more a mid-level power and [I]teleport [/I]more a higher level power. Most of my campaigns tend to wrap up before these get too much play. I agree with some of the other comments where these should be countermeasures. Feel free to make items and powers that redirect where teleport goes and limits these powers. Be careful that you do not do it all the time though. I remember all the old 1st edition modules seemed to start the module with a list of spells that do not work in this dungeon, like teleport and commune with god. It got old and frustrating as a player that you could not use your cool powers every dungeon. I remember there was arguments over this and once not even going into the dungeon. As the DM you should feel free to change the rules for NPCs and monsters. Give the enemy mage a 1/rest power to dispel magic. Create a shackle spell that the PCs can get only be finding the NPC spellbook. I have created NPCs that occasionally travel with the PCs and get played by the other players if a fight comes up. One of the cool fighter powers on the 5th level warrior-type was a close burst 1 power from 4e. A simple power that can be used 1/rest. It is simple and the players want it for their fighter now.[/I][/I] [/QUOTE]
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Teleport /fly /misty step the bane of cool dungeon design is RAW in 5E
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