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General Tabletop Discussion
*Dungeons & Dragons
5th Edition -- Caster Rule, Martials Drool?
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<blockquote data-quote="KarinsDad" data-source="post: 6362211" data-attributes="member: 2011"><p>If they have such an object. But in my experience, PCs rarely have such an object (from within the last 6 months) of a new place that they have never been to.</p><p></p><p>Typically, teleport won't be used except to jaunt back and forth from teleport circles period. A few cities, the PC's headquarters, maybe an emergency place to hole up. An occasional associated object, maybe. But, those objects expire.</p><p></p><p>The concept of PCs teleporting across the globe (as per the concept earlier in this thread) would tend to be rare or non-existent in most games. One cannot go to Kara-Tur without risk if one does not have an associated object from Kara-Tur. And even with an associated object, teleporting into somebody's home or palace unannounced might not be well received.</p><p></p><p></p><p></p><p>I don't see it as the former. Adventuring day, to me, is regulated by how much healing and spells the PCs have remaining, or sometimes they just plain run out of hours (rare).</p><p></p><p>As for transport-related problems, I view teleport like a subway. It'll take you to a few stops, but it typically won't take you directly to your final destination. Over time, the PCs add a few more stops.</p><p></p><p>It's a way to get the PCs near the adventure (regardless of which pillar), but not necessarily to the adventure. The exploration pillar still needs to be handled to get to the final destination.</p></blockquote><p></p>
[QUOTE="KarinsDad, post: 6362211, member: 2011"] If they have such an object. But in my experience, PCs rarely have such an object (from within the last 6 months) of a new place that they have never been to. Typically, teleport won't be used except to jaunt back and forth from teleport circles period. A few cities, the PC's headquarters, maybe an emergency place to hole up. An occasional associated object, maybe. But, those objects expire. The concept of PCs teleporting across the globe (as per the concept earlier in this thread) would tend to be rare or non-existent in most games. One cannot go to Kara-Tur without risk if one does not have an associated object from Kara-Tur. And even with an associated object, teleporting into somebody's home or palace unannounced might not be well received. I don't see it as the former. Adventuring day, to me, is regulated by how much healing and spells the PCs have remaining, or sometimes they just plain run out of hours (rare). As for transport-related problems, I view teleport like a subway. It'll take you to a few stops, but it typically won't take you directly to your final destination. Over time, the PCs add a few more stops. It's a way to get the PCs near the adventure (regardless of which pillar), but not necessarily to the adventure. The exploration pillar still needs to be handled to get to the final destination. [/QUOTE]
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5th Edition -- Caster Rule, Martials Drool?
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