the Jester
Legend
I was just thinking about teleportation through the years and the various ways it has been handled in D&D.
We've seen that some combinations of spells or abilities being available to pcs can lead to the scry-buff-teleport approach, an optimal suite of tactics that a lot of folks find problematic. We've seen that unconstrained teleportation can circumvent entire categories of obstacles (e.g. a chasm with no bridge) and make certain types of adventure obsolete (e.g. trek across the wilderness).
We've seen that the limitations on teleportation have a huge impact on the way pcs use teleportation abilities (e.g. requiring line of sight, chance of teleporting into a wall, must have a circle to teleport into or from). These change the teleportation game greatly; you can have low-level teleport spells or abilities without breaking the game if you put limitations on their utility.
There are also possibilities that we haven't seen in full bloom in D&D before. Perhaps teleporting stuns you for a round (dimension door has always had an effect something like this, but most teleportation has not). Maybe it deals nonlethal damage to you. Maybe it blinds you, is inexact (c.f. plane shift up to 3e), can't take your gear with you, can't take your magic items with you, automatically teleports anyone else within 30' with you, etc. The possibilities are pretty endless- and of course, there is always the option of simply "no limits!!".
How do you think 5e should handle teleportation?
We've seen that some combinations of spells or abilities being available to pcs can lead to the scry-buff-teleport approach, an optimal suite of tactics that a lot of folks find problematic. We've seen that unconstrained teleportation can circumvent entire categories of obstacles (e.g. a chasm with no bridge) and make certain types of adventure obsolete (e.g. trek across the wilderness).
We've seen that the limitations on teleportation have a huge impact on the way pcs use teleportation abilities (e.g. requiring line of sight, chance of teleporting into a wall, must have a circle to teleport into or from). These change the teleportation game greatly; you can have low-level teleport spells or abilities without breaking the game if you put limitations on their utility.
There are also possibilities that we haven't seen in full bloom in D&D before. Perhaps teleporting stuns you for a round (dimension door has always had an effect something like this, but most teleportation has not). Maybe it deals nonlethal damage to you. Maybe it blinds you, is inexact (c.f. plane shift up to 3e), can't take your gear with you, can't take your magic items with you, automatically teleports anyone else within 30' with you, etc. The possibilities are pretty endless- and of course, there is always the option of simply "no limits!!".
How do you think 5e should handle teleportation?