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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="Maialideth" data-source="post: 7223820" data-attributes="member: 6795301"><p>Misty step requires line of sight and has 30 feet range.</p><p>Dimension door requires line of sight or a description - what if that description is wrong? <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /></p><p>Teleport circle requires a sigil key</p><p>Teleport is a 7th-level spell in 5e (was 5th-level in earlier editions) and has a chance to fail. Also they will have used a 7th-level spell slot, which then is not available for the rest of the day... And what if something is guarding the realm between, which is then pulled through with the teleportation. So spent 7th-level spell and now must face a horrible entity from beyond reality.</p><p></p><p>Generally, I think players would feel cheated if they aren't allowed to use abilities that are in the Player's Handbook, unless it is agreed upon before the campaign begins. If a player chooses a class, ability, or spell, it is because they want to be able to do those things. Design challenges that allow for creative use of those abilities.</p></blockquote><p></p>
[QUOTE="Maialideth, post: 7223820, member: 6795301"] Misty step requires line of sight and has 30 feet range. Dimension door requires line of sight or a description - what if that description is wrong? ;) Teleport circle requires a sigil key Teleport is a 7th-level spell in 5e (was 5th-level in earlier editions) and has a chance to fail. Also they will have used a 7th-level spell slot, which then is not available for the rest of the day... And what if something is guarding the realm between, which is then pulled through with the teleportation. So spent 7th-level spell and now must face a horrible entity from beyond reality. Generally, I think players would feel cheated if they aren't allowed to use abilities that are in the Player's Handbook, unless it is agreed upon before the campaign begins. If a player chooses a class, ability, or spell, it is because they want to be able to do those things. Design challenges that allow for creative use of those abilities. [/QUOTE]
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Teleport /fly /misty step the bane of cool dungeon design is RAW in 5E
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