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Do you house rule teleport?

Do you house rule teleport?

  • What's teleport?

    Votes: 0 0.0%

I use teleport as per the rules but i bump it up from 5th level to 7th. All other teleport spells also move up 2 levels. Meaning some dont exist anymore. lol. Fly and other long range movement spells also get bumped up a level and have thier duration reduced. I personally hate magic flight screwing up my games more then teleport. I also created a whole random encounter table with every flying creature from every monster book i own. A bunch of players flying around up there are totally exposed and so easily visible. In addition most flying creatures naturally have excellent eyesight that the PC's dont. Making it even harder to avoid stuff.
Teleport in my game and you better really know the area well. Or your in a low bracket. Scrying doesnt work. Thats like looking at a picture and thinking you know the place. Its not even close to the same feel as being there.
And flying wont help you avoid encounters. Just brings on different encounters. And makes sure you miss any interesting plot hooks i planted on the road.
 

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Heck, as a DM I LOVE the teleport spell. It's one of the things that really marks a transition between low level and high level play. It also gives the party an escape mechanism if the tables turn against them, which is always a good thing. Furthermore, it acts a lot of flexibility for the players, since they can go wherever they want :) And travel times dwindle to non-existence too.

I don't really worry about the Scry-Buff-Teleport tactic, since a) the bad guys can do it too, b) none of my PCs has the Scry spell, c) there's a Will save for Scry now, and d) it's only right that the PCs can ambush the bad guys some of the time, instead of vice-versa all the time.
 

I've often found distinction between a good DM and a bad DM correlate with whether they house-rule this spell or nerf it in some way.
It should be used, as is. If you can't design dungeons and adventures to take this spell into account your thinking is likely linear and that likely means a bad high-level game.
The spell system has forbiddance and hallow (dimensional anchor), both are expensive and small area coverage and thus to be used sparingly. There's provision in the spell for areas of strong natural energies likewise making teleportation impossible, and this should likewise be used sparingly.
Anything else is just poor design in my opinion and reflects an inability to DM powerful player abilities.
 

I haven't decided on any house rules yet, but I'm considering only allowing teleporting to pre-defined spots - either "common" spots, or ones only known to certain casters (teleporting to Sharn would be using a common spot, but the spot in your home would only be known to you and your friends). This would keep teleport as a long-distance travel spell and as an escape spell, but deny its use as an ambush spell.
 


DungeonMaster said:
I've often found distinction between a good DM and a bad DM correlate with whether they house-rule this spell or nerf it in some way.
It should be used, as is. If you can't design dungeons and adventures to take this spell into account your thinking is likely linear and that likely means a bad high-level game.
The spell system has forbiddance and hallow (dimensional anchor), both are expensive and small area coverage and thus to be used sparingly. There's provision in the spell for areas of strong natural energies likewise making teleportation impossible, and this should likewise be used sparingly.
Anything else is just poor design in my opinion and reflects an inability to DM powerful player abilities.


Some people just dont like game thats all about what spell beats what. Personally i like low magic. Nerfing teleport is part of that. Magic sucks. It ruins half the stories. A good D&D session is about the players and villains. All the heroic and evil things they do respectively. Magic makes the game about who what spell and who fails what saving throw. It takes all the drama out.
 

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