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<blockquote data-quote="Altalazar" data-source="post: 2177585" data-attributes="member: 939"><p>It really doesn't matter how early it comes, though, when you get right down to it. All that does is change the level at which people will complain about it - if teleport came at 15th level, then it would be a thread complaining how someone hates DMing at 15th+ level. </p><p></p><p>The real issue is - just deal with teleport. Don't try and write modules based on computer game logic where there are doors and places the game simply won't let you go to - the "unbreakable lock" that requires the "key from level 3" type stuff. That's supposed to be the reason tabletop RPGs are better than computer RPGs - you aren't railroaded by the limitations of a pre-set module. My attitude is, if the whole plot gets derailed by a clever teleport, so be it - move on. And don't try and make plots that require linear paths that can be easily bypassed. Players can take their characters ANYWHERE - if it isn't a teleport, they can just go down the east road when you wanted them to go down the west road. Just be ready for anything. I've sometimes just had to go from the hip when PCs took an unexpected direction. Sometimes it makes for the more memorable type of session.</p></blockquote><p></p>
[QUOTE="Altalazar, post: 2177585, member: 939"] It really doesn't matter how early it comes, though, when you get right down to it. All that does is change the level at which people will complain about it - if teleport came at 15th level, then it would be a thread complaining how someone hates DMing at 15th+ level. The real issue is - just deal with teleport. Don't try and write modules based on computer game logic where there are doors and places the game simply won't let you go to - the "unbreakable lock" that requires the "key from level 3" type stuff. That's supposed to be the reason tabletop RPGs are better than computer RPGs - you aren't railroaded by the limitations of a pre-set module. My attitude is, if the whole plot gets derailed by a clever teleport, so be it - move on. And don't try and make plots that require linear paths that can be easily bypassed. Players can take their characters ANYWHERE - if it isn't a teleport, they can just go down the east road when you wanted them to go down the west road. Just be ready for anything. I've sometimes just had to go from the hip when PCs took an unexpected direction. Sometimes it makes for the more memorable type of session. [/QUOTE]
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