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<blockquote data-quote="jayoungr" data-source="post: 8549165" data-attributes="member: 6702445"><p>Let's just say it cuts out some potential story space and limits the DM's options. I know I was a little frustrated when my players took the <em>teleport</em> spell. Anecdote time: we were playing through <em>Rise of Tiamat,</em> and we had gotten to Xonthal's Tower. In this chapter, the PCs search a tower full of dragon cultists for an artefact, and the climax of the adventure is that a blue dragon--a returning antagonist that the PCs should theoretically get some satisfaction from defeating--arrives and lands on the roof. Only, my PCs never even knew the dragon was there, because as soon as they got the item, they cast <em>teleport</em> and left.</p><p></p><p></p><p>Do you think, then, that going straight to "we should never travel" is the best way to fix it?</p><p></p><p></p><p>I don't see creating your own teleport circles as a big issue in most APs because they usually have the need for travel factored in. They'll either give the PCs an opportunity to get a ship or mention that there are already teleport circles in the major locations or something similar. And if a group <em>really</em> feels that it's negatively impacting their fun, nothing stops the DM from giving them a magic item that would bypass the need to spend a year on casting the circle. I feel like a minority of groups would really need that in order to enjoy the adventure, though.</p><p></p><p>(Also, my first campaign started with the <em>Tyranny of Dragons</em> adventure path, but instead of starting over when we finished, I added another arc afterward to take the PCs up to level 20. That was when we had the year of downtime.)</p></blockquote><p></p>
[QUOTE="jayoungr, post: 8549165, member: 6702445"] Let's just say it cuts out some potential story space and limits the DM's options. I know I was a little frustrated when my players took the [i]teleport[/i] spell. Anecdote time: we were playing through [i]Rise of Tiamat,[/i] and we had gotten to Xonthal's Tower. In this chapter, the PCs search a tower full of dragon cultists for an artefact, and the climax of the adventure is that a blue dragon--a returning antagonist that the PCs should theoretically get some satisfaction from defeating--arrives and lands on the roof. Only, my PCs never even knew the dragon was there, because as soon as they got the item, they cast [i]teleport[/i] and left. Do you think, then, that going straight to "we should never travel" is the best way to fix it? I don't see creating your own teleport circles as a big issue in most APs because they usually have the need for travel factored in. They'll either give the PCs an opportunity to get a ship or mention that there are already teleport circles in the major locations or something similar. And if a group [i]really[/i] feels that it's negatively impacting their fun, nothing stops the DM from giving them a magic item that would bypass the need to spend a year on casting the circle. I feel like a minority of groups would really need that in order to enjoy the adventure, though. (Also, my first campaign started with the [i]Tyranny of Dragons[/i] adventure path, but instead of starting over when we finished, I added another arc afterward to take the PCs up to level 20. That was when we had the year of downtime.) [/QUOTE]
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