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J Tweets 3ed BANE
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<blockquote data-quote="Kraydak" data-source="post: 3867809" data-attributes="member: 12306"><p>Splitting a party isn't only dangerous. It is also not fun. If teleporting has to split a party (teleport is self-only) then you want the entire party to be able to teleport (or no one able to 'port). As teleporting is very useful, that means once you hit "teleport levels" you should probably ditch those who can't port and recruit people who can. They are inherently weakening the party's abilities, probably more (although less obviously) than a Frenzied Berserker and cutting into the fun.</p><p></p><p>To avoid the mess, just restrict PC creation to concepts that will pick up the ability. Or, since that is un-fun, give up on the whole idea of teleport as self ony. After all, the teleport-capable people will be able to hold the entire campaign hostage once they pick up the ability...</p><p></p><p>And yes, that means in a campaign with self-only teleport and non porting paladins, no paladins. In the same way that you don't take along paladins in morally-grey parties. It just isn't worth the hassle.</p><p></p><p>To put it differently, PC abilities that split parties are generally bad ideas. Stealth is a grey area, but one patched up by mass-invis effects and silence. Not as *good* as stellar stealth skills+HIPS, but good enough to keep party splitting to a minimum while allowing some spotlight time for the stealthy types. Same with disguise/hats of disguise effects. +10 to the skill is *enough* to get by as long as you *don't* open your mouth, so the people who put the actual points into the skill get to act fully but the other people can tag along.</p></blockquote><p></p>
[QUOTE="Kraydak, post: 3867809, member: 12306"] Splitting a party isn't only dangerous. It is also not fun. If teleporting has to split a party (teleport is self-only) then you want the entire party to be able to teleport (or no one able to 'port). As teleporting is very useful, that means once you hit "teleport levels" you should probably ditch those who can't port and recruit people who can. They are inherently weakening the party's abilities, probably more (although less obviously) than a Frenzied Berserker and cutting into the fun. To avoid the mess, just restrict PC creation to concepts that will pick up the ability. Or, since that is un-fun, give up on the whole idea of teleport as self ony. After all, the teleport-capable people will be able to hold the entire campaign hostage once they pick up the ability... And yes, that means in a campaign with self-only teleport and non porting paladins, no paladins. In the same way that you don't take along paladins in morally-grey parties. It just isn't worth the hassle. To put it differently, PC abilities that split parties are generally bad ideas. Stealth is a grey area, but one patched up by mass-invis effects and silence. Not as *good* as stellar stealth skills+HIPS, but good enough to keep party splitting to a minimum while allowing some spotlight time for the stealthy types. Same with disguise/hats of disguise effects. +10 to the skill is *enough* to get by as long as you *don't* open your mouth, so the people who put the actual points into the skill get to act fully but the other people can tag along. [/QUOTE]
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