bloodtide
Legend
Well, you get more teleports....an other such transportation...as levels go up. Scrolls and magic items can sure increase the number too.This one jumped out at me...can people weigh in on teleport being that disruptive? In 5e, it's a 7th level spell, so you only ever have 1 of them per long rest (2 at 20)...that's a big opportunity cost. Simply knowing the location of something would qualify as "described," meaning a high chance of a mishap, so that's a problem too (though really, not a huge one).
I don't know...teleport doesn't seem like the breaker it used to be; I'm not shy about criticizing 5e, but this seems like one of the areas they sufficiently addressed...is there an aspect I am overlooking?
And it really does only take one teleport to do a classic scry and die. DND has always had the idea of the video game mentality that the world is "fair". So all fights take place with the foes standing there 24/7 doing the 'video game battle stance'. Of course, if you don't follow that, you can do the unfair teleport attack at like 1AM when the foes would not be ready and prepared.
And, well, for some games the "Long Rest" is not really a thing. In the gameplay, the characters can "long rest" every other minute or two as needed.
My own houserule for all teleports is you can only teleport to a place you have physically been too and carefully studied for at least an hour. This is nice and simple and stops 99% of teleports problems. I also use all the 2-3E anti teleport spells and magic items, and consider such things very common. My favorite is Waethra's warm welcome that sends teleports to a room filled with magic missles that blast them from all sides.







