My understanding of 3E maths is that making saving throws is quite hard.
Eg at 1st level a fighter's Will save might be +1 at best, I would have thought (WIS of 12 or 13) whereas the DC against a Charm Person spell would be 10+1 (for level) +3 or 4 (for a 16 or 18 INT) = 14 or 15. So around a 1/3 chance to save. And the DC will scale more quickly than the save bonus.
So let's reverse this - the L1 wizard with the right spell to target the fighter (poor will save and least likely to have a significant stat bonus) still has a 1/3 chance of his most powerful ability failing. How much higher should that chance of failure be? Fighters an wizards are both PC's. If saves are so easy that spellcasting is either an exercise in frustration waiting to finally luck out and have a target fail a save, or an exercise in seeking out spells that will have an impact if the save succeeds, why play a spellcaster at all?
No. It assumes that sometimes the players (and their PCs) can control the pace. The more that "sometimes" trends towards "often", the stronger this use of Teleport becomes.
And the question is why "sometimes" trends to "often or always". "Sometimes" I'd like a specific PC to absolutely shine. But everyone gets their "sometimes", so Teleport as the be all and end all does not work. And where is the adventure planning/design in this picture? Even back in 1e, if I ran a scenario where there would be very few (maybe 1 or 2) encounters in a day, rather than several, each single encounter was more powerful to compensate for the reduced need to husband resources for later encounters/deal with depleted resources from earlier encounters.
And at L15, I can transport myself, three fellow party members and the Druid's Large animal companion. Do we leave the companion behind from L9 to 14? What if we need to take an NPC (we're escorting a diplomat, or charged with bringing back a prisoner to face the judgment of the Great Kingdom)? "One additional medium or smaller creature" tells me that the Wizard's familiar is a separate creature, but Share Spell takes care of that as long as it's the caster's familiar (and it's within 5').
If "teleport in; one battle; teleport out" is such an obvious and powerful tactic, then the world should be developing strategies to deal with it, just like the world developed strategies to deal with better steel, cavalry, gunpowder, firearms, tanks, etc. Those cultures that could not keep up with this arms race became marginalized - so sure, perhaps there are tribes of gblins and orcs with no magical skills or knowledge, but they cant be much of a threat, as they cannot compete with those races who have mastered that magic. They either develop magic of their own, they develop tactics for dealing with magic, or their threat should already be reduced or eliminated by the prevelance of competitor, even enemy, species that have magic.
London to Prague is less than 650 miles, from London to Warsaw less than 900. That covers your basic pseudo-European campaign.
You'll note that my examples also presumed you could have a "very familiar" haven in range for most situations. Still a 3% failure chance, albeit with limited consequences. And still accessible by enemy teleportation.
In the last campaign that featured PCs doing this, the PCs lived in the Imperial palace, working as servitors/advisors to the Great Kingdom. That is a hard safe haven to ambush!
How nice for the PC's to dwell in the only place in all the world where repeatedly teleporting in and out is not the key to victory! Seems like the deck has been nicely stacked in favour of such tactics being successful. Again, if you structure the game to eliminate all the weaknesses of a specific tactic, it hardly seems unreasonable to expect that such a tactic becomes powerful. Now, if one really wants to frustrate the tactic, start builing replicas of the Imperial Palace, stock them with ambushers and wait for that 1% "similar area" - but this implies the PC's are a serious threat to an opponent with substantial resources. Seems like an opponent that might also have a pretty secure safe haven where 'port in/'port out is no more viable than it is for the Imperial Palace.
It may be that, within the fiction, the PCs progress slower. But in my experience players care about the rate of progression in the real world, not in the fiction.
Again, comes down to the reaction of the enemy. They just sit there, waiting for the next raid to take out a few more of them, rather than taking any steps to better defend themselves from these raiders, or flee the area. Sounds like a bunch of creatures whose sole purpose in existence is to provide easy pickings for the PC's. Perhaps they should send out a call for brave adventurers to defend them from the depredations of these mysterious and undefeatable raiders - that normally works, doesn't it?
Let's put the shoe on the other foot. If a small cadre of raiders Teleport to the PC's location, attack, then withraw by teleportation on Monday, then reappear with the same tactic on Tuesday, will the PC's have a plan for Wednesday, or will they just sit there bemoaning their inevitable defeat from these powerful marauders? The PC's are all L8, so they can't fight back with the same tactic, just to make it a bit tougher (or their enemy is holed up in the Imperial Palace of the Opposing Great Kingdom).
Or, if everyone is hapy, keep using the "fish in a barrell" enemies and the PC's get their power trip. If everyone is enjoying the game, then it's a good game for everyone. If they are not, then something in the game needs to change, right? At the extreme, that ma be removal of Teleport spells in their entirety. In my view, enforcing the rules of the teleport spells, and playing the enemy with a less defeatist attitude, would help a lot.
Oddly, the Teleport spell provides no indication of what happens if your desired location is out of range. I wonder if that just fails, or becomes a false destination (OUCH!)
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