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Teleporting Weenies from Hell

fba827

Adventurer
If you have an area with lots of holes/pits, or maybe the target is up on a tall spire shooting down, the party would use their teleports in getting across the many many pits or teleporting up the spire so they don't get shot while climbing, etc.

But, then, they still have to deal with the encounter itself. So, basically, get them to use up their teleports before the tactical portion of the fight.

Also once in a while, give the monsters the ability to teleport themselves and enemies nearby. It won't "teach them a lesson" (and it's not meant to) but there is no reason you can't use the same tactics that the PCs use.


Both of these techniques should be used sparingly or it will get over done.
 

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amysrevenge

First Post
Though I would try a hazard that makes teleportation unpredictable at some point for the fun of it.

That would be fun. Some sort of terrain infused with arcane energies, such that any creature arriving in such a square via Teleport actually arrives 1d4-1 squares away in a random direction. Or arrives in its intended location, only 1d3-1 rounds later.
 


Pbartender

First Post
I'd just noticed...

If word gets around that this party is fond of teleporting, perhaps employ Feyslaughter weapons for one memorable encounter (don't use them more than that, or the players will get justifiably angry).

A group of hired Assassin-Rogues armed with Feyslaughter Garrotes would scare the bejeesus out of this party.


Another thing to consider...

There are very few teleportation powers that are At-Will powers. If you can, run them through an encounter that depletes their teleportation abilities, and then hit them with a second encounter before they have a good chance to rest and regain their encounter or daily powers. But again, don't do it too often.
 

gizmo33

First Post
Basically monsters with grab or restrained effects are...uh, pointless.

Really? Maybe if those monsters also did damage they wouldn't be pointless. Why is this any different from a PC stepping out of a creature's aura and using a missle weapon against it? The fact that the PCs had to respond to a restrained condition by using a power (are they all using at-will encounter powers?) means a resource was expended. A lurker could ambush the teleporter, or he could be attacked by artillery, or the distance could be closed by a fast-moving monster. Defenders who teleport away aren't around to "defend" anyone. None of these things are meaningless IMO.

Maybe there's a certain style/type of encounter or monster you like to use that isn't matching up well against a party of all teleporters. Teleporting 3 squares and getting a +2 defense, once/encounter, just doesn't seem like that big of a deal. The giant snake is just going to slither up to somebody (no farther than 3 squares anyway) and just keep crunching.

(BTW- Oh, Nevermind on the OA thing.)
 
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NMcCoy

Explorer
As usual, my advice on "my party keeps doing X" posts - clearly they enjoy it. Don't try to shut it down. Instead, put them in situations where they can feel awesome by doing it, and challenge it occasionally (perhaps with terrain/effects that interfere with line-of-sight).

Also, when you're blinded you don't have line of sight to anywhere.
 

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