To be fair N'raac, what you advocate here is a possible solution to casters having so much power. The DM deliberately screws them at every opportunity because the options given to them in the rules are too powerful. Every orc tribe knows the counter to rope trick camping, every single place is warded against teleportation and scrying. On and on and on in an arms race that the DM will automatically win because the DM doesn't have to follow the rules.
Why is it that when I say "reading the spell and following the rules laid out", you reply with "screwing over the spellcaster at every turn"? I think the player who refuses to play within the written limits of his character's abilities is the one screwing over the rest of the players, GM included. Those who suggest actually READING and FOLLOWING the spell's rules are not "screwing over the wizard" any more than ruling that a Fighter does not automatically put an arrow through the wizard's eye socket, killing him instantly, because he has Far Shot and he's far away.
Teleport requires you have a good idea of the location you are teleporting into. If you do not have that, you are either at risk, or it is impossible. It can transport a limited number of people/creatures. It can travel over a limited distance. If you ignore those limitations, then you are adding to the wizard's power over and above the game rules, and screwing over the non-spellcasters.
Me, I'd rather resolve these issues in the mechanics.
Start by following the mechanics as written, then.
You agree that there is a problem here. If there was no problem, then you wouldn't be bringing up solutions.
The problem is "ignoring what the rules say". The solution is "reading and following the rules". Does "every Orc tribe know how to deal with a Rope Trick"? That depends on how you interpret the term. First, the characters are what, 7th level, to access that spell? Seems likely that orc tribe, if it's a real threat, has some spellcasters of its own. One good Knowledge Arcana check, or spellcraft check, or just having the spell himself, means someone in the tribe knows how Rope Trick works.
But maybe they lack all that. What do they do when marauders attack their home, then withdraw, then attack again? Do they take no steps to defend their home, or do they bolsters their defenses, set traps, set alarms so they can engage the marauders in a wave of overwhelming force rather than be picked off a few at a time, or so a group can stealthily follow the marauders back to where they came from and see them climb up that rope? Or, if they're getting picked off and can't come up with any way to defend themselves, pack up and leave. 8 INT is not suicidally stupid - the orcs should have at least the tactical savvy of that 8 INT fighter - and a large tribe presumably has some smarter and wiser orcs who can speak up.
The problem can easily be just as much that spellcaster who insists on all the strengths, and none of the limitations, of his spells. Just like those old 1e players who insisted that Create Water can be cast inside an opponent's lungs Or worse, if he's arguing he need not have any prior insights to the location we're teleporting to despite the specific words in the spell description.
Should every area be teleport-warded? How much effort does the Wizard put into safeguarding his own home base? It seems reasonable for others to take similar precautions (less if they are comparatively reckless and more if they are comparatively cautious).
I think thisc is far more a matter of perspective and mindset than anything else. So the wizard (or cleric or other? caster) has the power to change some of the narrative. So what? Are they doing it for their own selfish reasons? Are they party mavericks causing trouble for their fellows by going off on wild tangents? If not, if those powers like teleport, passwall, scry, overland flight, knock, rope trick, wind walk, astral spell, plane shift, and all that are being used in the party's interest collectively, who cares who wields that ability? It's being used as a party resource - the whole group exploits the change in the narrative.
That's generally more the way our group tends to play - leverage all resources and make the team as a whole better. The arcane spellcaster is a powerhouse, but he's fragile? Then it's my job to protect him - act as defense so he can unlimber the hurt. The rogue can do massive Sneak Attack damage? Then I'll forego my full attack in favour of sucking up an AoO to put him in flanking position.
And if it is just a single player popping off those abilities without using them to further the group's goals, then what you probably have is a problem player who would cause trouble even if everyone else in the party had the same abilities.
So, a player who is given the ability to radically alter the narrative of the game, uses those abilities in a non-DM sanctioned way and he or she is a problem player? Why not just not give the abilities in the first place. I mean, if I am only allowed to use spells in such a way that my DM is happy, then why doesn't the DM just take control of those spells?
Again, you jump from "lone wolf not acting in the party's best interests" to "DM doesn't like it so he smacks the character down". billd91 can correct me if I'm wrong, but I think he's referring to a player who's not playing as part of the team, not the GM smacking down the PC's because they use their abilities. If my character doesn't want to be teleported, he just has to not be in contact (direct or indirect) with the teleporter. If he REALLY doesn't want to be teleported, perhaps a melee response to that hand reaching out to touch him, or an attack of opportunity when he starts casting that Teleport, is my answer.
Why give options only to then fence those options in? And the only reason to fence those options in is because the options are too powerful in the first place. And you see no problems with this?
Why ignore the limitations only to complain that the spells, without those limitations, are too powerful?
I mean, my nature bunny ranger gets jumped over because the wizard casts teleport, and that's okay because it's for the group? My information gathering rogue gets entirely nerfed because the casters can gather information 10 times faster and more accurately than I can, and that's okay because it's for the group?
Or the wizard can get us to the edge of the Mysterious Forest, but it's risky to try to teleport into the unknowns inside it, so he gets us to the point where my Ranger can take over with guiding as we search for our elusive goal. I've never seen a party find the mundane info gathering options useless, but maybe your GM is one of those guys who refuses to give skills the same "as written" power that spells get, or better yet wants to resolve all mundane matters by "role playing", so your +21 Gather Info does not in any way help you find the right guy or ask the right questions.
Also, if player choose mostly on concept, but some concepts don't work out that way at the table - for instance, suppose it turns out that a flying invisible wizard really is a mecahnically better stealth option than a thief or ninja - then some players are going to have a compromised play experience simply in virtue of the concept they preferred.
I would definitely count this as an instance of "compromised play experience".
I'm back to synergies and shared gaming. If the Ninja is super-stealthy, why is the wizard focusing his spell selection on stealth, rather than a resource the party does not already have? We're starting a new game with a sorcerer specialized in enchantments and charms. At L1, Sleep is pretty deadly against those Goblins, so my character shouldn't waste spells on goblins - hold them for the creatures immune to sleep (like that Quasit that is not subject to sleep and can't even be hurt by Acid Splash, so the sorcerer gets his sling out).
In short 3.X D&D should only be played by shiny happy people holding hands. Because if there ever is an in character conflict between the fighter and the wizard the wizard wins.
Who starts the conflict? Is this "to the death"? Why doesn't the fighter kill the wizard in his sleep, rather than wait for him to wake up and take his Kill Warrior spell suite? And what prevents PC's from resolving issues by discussion rather than a fight to the death? If the fighter and the wizard can't get along, maybe they actually behave like real people and stop working together, rather than duel to the death. Or maybe they recognize that they have more in common than they differ, and they compromise because they can achieve more together than apart.
If we allow a game style where the wizard carries a portable hole full of scrolls, presumably enchanted so the right scroll always pops right into his hand, no one ever tries to challenge him while he's getting that portable hole out and rummaging through it for the specific scroll he needs (or just smacks him while he reads it), never being constrained in either wealth or time to prepare them, it's never pointed out that portable holes mix poorly with rope tricks, and the game is always structured so the party can pull back and rest whenever, for however long, and as often as they choose, with no negative consequences, then the wizard seems a lot more powerful. That's not my experience.
And that's before we consider why enemy wizards don't get all the same advantages. Only PC's ever figure this stuff out, for some reason.