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Do you house rule teleport?
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<blockquote data-quote="DungeonMaster" data-source="post: 2230153" data-attributes="member: 27431"><p>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. </p><p>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. </p><p>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. </p><p>Anything else is just poor design in my opinion and reflects an inability to DM powerful player abilities.</p></blockquote><p></p>
[QUOTE="DungeonMaster, post: 2230153, member: 27431"] 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. [/QUOTE]
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Do you house rule teleport?
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