My problem wasn't that players would use Buff-Scry-Teleport; it was that I couldn't think of any good reason why my BBEG's wouldn't. Why would the BBEG wait for the PC's to get equipped & ready? Better to hide, wait for them to go home, rest, split up around the city as they run errands -- and then send in commando teams to take them out one by one.
Powerful PCs have powerful enemies, you know.
Of course, the PCs were aware this might happen, so they took all kinds of counter-measures. There were items & spells to prevent scrying, throw off divinations, block Teleports, etc. It was an arms race - and both sides committed a lot of resources to it. It was fun -- the first time.
If Teleport the way it is works for your campaign, fine. Piratecat's story hour is a great example of where it works, but I've often wanted to run campaigns where the PCs didn't have to worry about being ambushed at any time (we aren't playing Paranoia: The Dragon Age). I'm thought of a few ways to help make the PCs feel safe at home - without committing a big chunk of resources to it. I don't necessarily use all of them in the same campaign.
1) Construction techniques which defeat Teleport & Divinations, like Alchemical ingredients in the mortar. (You can also tie three cold-iron chains around the trees inside your compound to lock out Treestriders. This is a serious problem when you've angered the Orc Druids of Nightshale Pass.)
2) Needing to know the unique Teleport Pattern of a location to Teleport there (all the major cities and large towns had 'public' patterns which take you to a public square).
3) Telportation magic screws will all other magic. Everyone who Telports subjects themselves, all currently ongoing enchantments and all their items to a targeted Dispel Magic as if they themselves cast it. Teleport Without Error subjects you to a Greater Dispel Magic. Therefore people who Teleport are temporarily helpless - defeating the Commando Team tactic.
[I got the above idea from
The Ruins of Ambrai by Melanie Rawn. Highly recommended.]
4) Easily accessible, low level 'redirection' magics which are unavoidable but limited in Area of Effect (so its easy to protect a house/ Tower but not a whole city or forest). Such Redirection magics always have 'keys' that bypass them. You can't redirect people into fusing with granite.
I want to stress, I don't do this to handicap my players or because I can't think of ways to challenge Teleporters. My players have asked for it so they can sleep at night & relax at home.
They know if they don't I won't cut them an inch of slack.
Mac Callum
PS - In ALL campaigns I have a rule that permanent Teleporter Circles cannot be made. The repercussions of that to society are just too crazy to contemplate. The most powerful Teleportation magics which can be made permanent are based on Dimension Door.
It's bad enough that the lowest level Teleport Circle lasts almost three hours - do you have any idea how many troops can be moved anywhere in the multiverse with just one of those? You could put an entire Legion of the Emperor's best Storm Troopers right into the heart of Rebel Base, right from Corusocant, skip the Imperial Walker scene. Now where's the fun in that?