Really tell that my sorcerer who got level drained by a vampire and then flubbed my teleport back to Greyhawk to get help for it. I didn't pick the spell so I was using a scroll that had only one. I ended up in the middle of farming country and not a high level cleric in site. It really kind of sucked losing that level. But them are the breaks when you choose a life of adventuring.
Yeah, but Word of Recall and Contingency are just as good for that purpose, and you don't have the offensive liabilities of teleport.
Party members carry a portal key on their person, and when they say the word they are whisked back to their teleport circle. Done, and you don't need teleport ever again for that purpose.
Also some of the spells you suggested in your other post does very little to help the entire party get away when the entire party is facing death. Most of the ones you suggested are single person only and if you have a party of six it would take six rounds to get everyone away.
Some, but there are other spells when any particular one wouldn't work. Plus, by the time you get teleport, you could probably research spells such as rope trick without the rope, mass invisibility, or mass gaseous form. Heck, you should be able to mass any lower level spell single person only spell with higher level spell slots.
Because they didn't work that way. They opened from the abyss powered by evil magics that corrupted everything around it. They needed to be closed not only to stop the demons from pouring out onto pour world but corrupting and turning our plane into a mirror of the abyssal plane.
We were not the only team of gate closers the seers would feel the disturbance and we would be sent we had one scroll to use to get back. You have to understand this was a huge war that had been going on for years. It was an awesome campaign.
My point was that there was other ways the DM could allow you to move from one campaign location to another quickly. Teleport wasn't absolutely essential to telling that story.
The point is very simple it is easier to take things out then put back in. As a DM I make these kind of decisions all the time. In my current game there is to raise dead only reincarnation. I have taken out teleport before as well as other spells. In my campaign not only is there no raise dead but you can summon anything that comes from another plane or do anything that involves another plane. Because this plane is locked off from the others by a powerful magical spell.
Sure I can, and like I said I probably will have to. But that doesn't change the fact that teleport as a spell in a dungeon crawling fantasy adventure game is a bad idea.
Just because you don't like teleport does not mean it does not have a place in the game rules.
Oh, I don't want to take it out merely because I don't like it. I want to take it out because it has problems, and there are better way to do teleportation.