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As a DM - Your Top 3 Most Hated Spells
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<blockquote data-quote="tetrasodium" data-source="post: 7872867" data-attributes="member: 93670"><p>I run my games in eberron, airships, magic trains, & absurdly expensive teleport networks you can get the boss to pay for if your on good terms are the norm but none of them eliminate encounters. They actually increase the risk of encounters by putting them in public spaces & such or bringing up questions like "are we really going to push what's basically the company card to shave off a $time <em>again</em>?". Showing up in an Orien teleport network teleport room without a mark of passage is still going to be pricey & getting the sequence might be a whole ordeal of gaining favor. Don't put <u>unmanaged</u> teleport circles in places you don't want the players easily teleporting to & the problem largely goes away because the nearest circle is days away from their goal & using it can be a hassle.</p><p></p><p>your example itself doesn't align with experience or the spells themselves though</p><p></p><p>I run my games in eberron, airships, magic trains, & absurdly expensive teleport networks you can get the boss to pay for if your on good terms are the norm but none of them eliminate encounters. They actually increase the risk of encounters by putting them in public spaces & such or bringing up questions like "are we really going to push what's basically the company card to shave off a $time <em>again</em>?". Showing up in an Orien teleport network teleport room without a mark of passage is still going to be pricey & getting the sequence might be a whole ordeal of gaining favor.</p><p></p><p>The party might be able to pull favors & talk their way out of consequences if they killed the bbeg's goons on a lightning rail, but if they cast fireball or something that hurts passengers or notably damages the car while in that fight even the boss is probably going to say they don't know the party any more.</p><p></p><p>It could zip them somewhere <em>if</em> they used a <em>ninth </em>level spell or a fifth level spell for the caster+2 others... getting back to anyone else was very dangerous if you wanted to make a second trip & were willing to burn lots of 5th level slots. Yes if the GM gave the PCs teleport patterns & such (who' fault is that) it could be done kinda safely There's also the fact that the 5th level non-ritual teleport spell doesn't unlock until level 10 while the ritual 3rd level tiny hut unlocks five levels earlier at level 5 when nothing the PCs are capable of doing more than getting TPK'd by can really deal with it</p></blockquote><p></p>
[QUOTE="tetrasodium, post: 7872867, member: 93670"] I run my games in eberron, airships, magic trains, & absurdly expensive teleport networks you can get the boss to pay for if your on good terms are the norm but none of them eliminate encounters. They actually increase the risk of encounters by putting them in public spaces & such or bringing up questions like "are we really going to push what's basically the company card to shave off a $time [I]again[/I]?". Showing up in an Orien teleport network teleport room without a mark of passage is still going to be pricey & getting the sequence might be a whole ordeal of gaining favor. Don't put [U]unmanaged[/U] teleport circles in places you don't want the players easily teleporting to & the problem largely goes away because the nearest circle is days away from their goal & using it can be a hassle. your example itself doesn't align with experience or the spells themselves though I run my games in eberron, airships, magic trains, & absurdly expensive teleport networks you can get the boss to pay for if your on good terms are the norm but none of them eliminate encounters. They actually increase the risk of encounters by putting them in public spaces & such or bringing up questions like "are we really going to push what's basically the company card to shave off a $time [I]again[/I]?". Showing up in an Orien teleport network teleport room without a mark of passage is still going to be pricey & getting the sequence might be a whole ordeal of gaining favor. The party might be able to pull favors & talk their way out of consequences if they killed the bbeg's goons on a lightning rail, but if they cast fireball or something that hurts passengers or notably damages the car while in that fight even the boss is probably going to say they don't know the party any more. It could zip them somewhere [I]if[/I] they used a [I]ninth [/I]level spell or a fifth level spell for the caster+2 others... getting back to anyone else was very dangerous if you wanted to make a second trip & were willing to burn lots of 5th level slots. Yes if the GM gave the PCs teleport patterns & such (who' fault is that) it could be done kinda safely There's also the fact that the 5th level non-ritual teleport spell doesn't unlock until level 10 while the ritual 3rd level tiny hut unlocks five levels earlier at level 5 when nothing the PCs are capable of doing more than getting TPK'd by can really deal with it [/QUOTE]
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