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D&D 5E Teleport /fly /misty step the bane of cool dungeon design is RAW in 5E

Regardless, teleporting twenty feet as a second level spell doesn't fit with that.

Really you should look up physical translocation -- something that actually occurred in the Bible as well as various mythologies also have a similar principle associated with the holy ones and it being 2nd level is only due probably to a mechanical power balance not some esoteric evaluation
 
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None of it is not true. Sorry.

I accept that you believe what you are saying, but the reasons you gave to support your position are patently ridiculous and obviously untrue. Claiming "reasonable doubt" when the cleric casts a spell and gets the same fantastic result every single time they do it is just not gonna fly in any reasonable debate.

If the cleric is trying to hide their power and do things in a subtle fashion, that's one thing. But it would not be the default assumption of anyone watching what is happening. That's just silly.

You believe what you want to believe though.
 

Really you should look up physical translocation -- something that actually occurred in the Bible as well as various mythologies also have a similar principle associated with the holy ones and it being 2nd level is only due probably to a mechanical power balance not some esoteric evaluation
Nobody is talking about real religions or mythologies. Just because it happened in some story once, that has zero bearing on D&D, unless it was actually incorporated into the rules or setting at some point. If you wanted to use the Bible as a guide, then divine magic actually would want to look as impressive as possible, to try and upstage wizards.
 

Claiming "reasonable doubt" when the cleric casts a spell and gets the same fantastic result every single time they do it is just not gonna fly in any reasonable debate.
Of course, because a perfectly repeatable experiment would consistent scientific evidence. Unlike when a wizard casts a spell, though, it's not perfectly repeatable when a priest casts a spell; the granting Power is always able to make a spell not work if they think you're misusing it. If you try to demonstrate that your magic is real by making a cow burst into flames, then maybe nothing would happen, and next time you pray you might find that you only have Cure Wounds spells available.

Priests are given spells for a reason, and abusing those spells in order to show off is the quickest way to lose them.
 

Of course, because a perfectly repeatable experiment would consistent scientific evidence. Unlike when a wizard casts a spell, though, it's not perfectly repeatable when a priest casts a spell; the granting Power is always able to make a spell not work if they think you're misusing it. If you try to demonstrate that your magic is real by making a cow burst into flames, then maybe nothing would happen, and next time you pray you might find that you only have Cure Wounds spells available.

Priests are given spells for a reason, and abusing those spells in order to show off is the quickest way to lose them.

Sorry, your reasoning is still unreasonable. :)
 

Of course, because a perfectly repeatable experiment would consistent scientific evidence. Unlike when a wizard casts a spell, though, it's not perfectly repeatable when a priest casts a spell; the granting Power is always able to make a spell not work if they think you're misusing it. If you try to demonstrate that your magic is real by making a cow burst into flames, then maybe nothing would happen, and next time you pray you might find that you only have Cure Wounds spells available.

Priests are given spells for a reason, and abusing those spells in order to show off is the quickest way to lose them.

You mistakenly assumed all divine casters were required to serve a deity who gave them their spells. That was not always true. Simple example is druids who worship nature as a whole rather than a specific god. Others had clerics and paladins devoted to ideals or concepts.
 
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You mistakenly assumed all divine casters were required to serve a deity who gave them their spells. That was not always true. Simple example is druids who worship nature as a whole rather than a specific god. Others had clerics and paladins devoted to ideals or concepts, ie see Greyhawk.

They also seem to be assuming that all the gods have exactly the same goals for their clerics and will arbitrarily withhold their blessing over trivial matters - even when it something that is beneficial to their religion.

Demonstrating your gods power to a crowd of potential converts? Sorry, can't have the divinely empowered spoke person for their religion actually be able to back up their claims. Let's strip them of their spells just as they try to perform a divine miracle. That'll show them!

(....Strange, I'm losing worshipers left and right, and all my clerics are quitting to become wizards and sorcerers...)
 

Saelorn, I think you're confusing that Blind Faith, as taken in real world faiths, applies to gods in D&D. That's the only thing I can think of for your stance. That somehow gods in D&D have to be a question if they exist or not, and if they can grant miracles or not.
 

Just counter what the players have. As a DM share the players experience and take it to the next level. For instance to counter ranged tactics include cover, terrain, or darkness. To counter flying include flying creatures or dungeon crawls. To counter teleporting creatures put in a lot of nasty traps, or groups of creatures in close proximity.

You will find things are very similar like a rogue or monk wanting to get ahead of the party (stealth or shadow stepping). It is no different on how you counter flying or teleporting. In the end you have a story everyone enjoys.

Otherwise, be strict at the beginning on what is allowed in the campaign and most likely you will have to restrict any future material by default.
 

Saelorn, I think you're confusing that Blind Faith, as taken in real world faiths, applies to gods in D&D. That's the only thing I can think of for your stance. That somehow gods in D&D have to be a question if they exist or not, and if they can grant miracles or not.
Yes, it is a type of campaign setting which was much more easily supported under the old rules than under the new rules. You could easily play in a setting that more closely resembled pseduo-Medieval Europe, but with magic, using AD&D rules. You could play in a world where magic was rare, and most people didn't believe in it, and belief in the gods was more a matter of faith. I'm not saying that it's the only way to play, or that everyone else was doing it wrong, but it's something you could do, and the books supported it.

It's harder to do that in 3E, compared to AD&D, and it's much harder still in 4E or 5E. You would never get an official Rome sourcebook, nowadays, or a book about the Crusades. The assumptions of play have changed too much. They've made Forgotten Realms their baseline, and the PHB is designed to support that setting, rather than before when there was no default setting and Forgotten Realms was the weird place because it was so incredibly fantastical.
 

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