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Do you house rule teleport?

Do you house rule teleport?

  • What's teleport?

    Votes: 0 0.0%

I have house ruled teleport to take 5 rounds to cast to avoid using it as a cheap escape. In all other aspects it is as usual though.
 

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My variation is the range.

Teleport- 100 miles/level
Greater teleport- 500 miles/level
Teleportation circle- 1000 miles/level.

I've used this for over ten years, real time. My world is (prolly) bigger than yours; unrestricted teleportation would be... difficult.
 

the house rule I was considering was a "transportation sickness" after appearing you are dis orientated and nauseus for a few minutes. So it allows transport anywhere but you wont want to try and start a fight as soon as you arrive.

doesnt look like my campaign is going to get that high level anyway though.
 

I've no problem with what teleport can do, but I'm trying to limit all in-game uses of percentile dice as much as I can. That means house-ruling teleport to use a Spellcraft check, and modifying the the fiends' summoning ability.
 

I voted "variant rule I made up myself".

I use the spell mostly as written, but I am extremely restrictive in the definitions on the "Familiarity" table. Scrying or using other magic would only get you in the 'seen once' category (not the 'studied carefully' category), for example.

To get anywhere near the 'very familiar' or 'studied carefully' categories requires personal visits and unique surroundings (standing in a typical inn room, and studying it, will still only get you on the 'seen casually' category - there'd have to be something unique to set that inn room apart from the others).

But that's just us.
 

I use the AE version...basically a wizard has to spend time concentrating to come up with a reliable path from here to there. If the wizard is not very high level or is not very familiar with where he wants to go...he often needs to concentrate for days to create a reliable teleport.
 

The only house rule I made is that moving to extremely far places like the moon or another planet is beond the power of greater teleport and might require a ninth level spell, or perhaps even a epic spell.
 

It's interesting that teleport has the potential to totally change the character of the game. No more wandering in the wilds, no more slowing the party down with journeys, no more camping in uncomfortable places if they don't want to. There is no longer a need for a horse.

I'm currently working on a very restrictive, dark ages-feeling, low-magic high-grit variant campaign that I'm going to experiment with. One of the things I'm doing is strongly restricting the list of spells available (prolly will end up with something like 2/school/spell level). No teleportation will be in there (except for maybe dimension door or another short-distance type teleportation, maybe even a tactical short range type of teleport). I've also been mulling a very high-wealth, high-magic setting as another 'experimental' campaign. That one would have commonly-available teleportation through magic and items and perhaps even a guild (wayfarers' guide style) that runs the 'transporters.'
 

In my world:

Teleport can only work between teleport circles, which are normally permanent runes set up in various important places (guilds, king's estates, etc.) But they are not always permanent, as spellcasters can inscribe these runes, which takes an hour to complete but it willl last for up to a half hour per level. Spellcasters can only teleport to known circles, thus they cannot say a generalized place like "somewhere in the tower", the distance and direction must be known.

Greater Teleport, does not require a teleport circle to teleport from, but they still need a circle to teleport to.

I have also added a lesser teleport as a fourth level spell, which enables people to move between two set teleport circles, i.e. there is only place to go.

There is a bit more to my rules but this gives you a feel for what I am trying to do. The PCs use these circles to go between cities or other important places, but they still need to do the last bit of a journey on foot or by mount.
 

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