Well, under the core rules, teleporting is pretty rare, unless you're a high-level wizard.Al'Kelhar said:I've been struggling with the "problems" of teleportation magic myself lately, for some of the same reasons thatThanee has, but also because teleportation magic just doesn't make sense to me in a typical pseudo-medieval D&D world. While everyone haggles over the mechanics of teleportation spells, I'm curious if anyone elses think that teleportation would simply alter the fundamental way in which a society develops and functions? Trade and exploration, the two foremost drivers of human cultural and technological advancement, would be changed so drastically that I simply cannot work out the society which would result. I find it hard to reconcile instantaneous transport over unlimited distances with some high fantasy world populated by peasants, questing knights and dragons.
Cheers, Al'Kelhar
Or live a life of isolation in wizard's towers or other remote locationsThanee said:Wizards tend to croud together in mage guilds often, however.
Bye
Thanee
Thanee said:The fun reply phase is over. Now only serious replies, please.![]()
If you cannot think of one, there is a simple way to handle this problem... don't reply.![]()
Thanee said:@Hand of Evil: Like many others, you certainly misunderstand me here. I have no problems to deal with Teleport! I just think it shouldn't exist in some campaigns.
Bye
Thanee
Hey, I only closed it after you posted.diaglo said:that's not fair you posted the topic after i left last night.
Yes, some of that would certainly make it more "plausible" in a "normal" fantasy world. The sometimes problematic instant safe retreat (which can really spoil adventures, which do not have a tight time frame) is not so easy to contain, however, unless everytime there is some weird reason why Teleport suddenly doesn't work anymore.1) limited number of spellcasters high enough to cast the spells
2) physical limits of the spells including distance, barriers like lead, creatures who lurk, knowing the dimensions of places, knowing that the places haven't changed since you last visited, knowing what you had for breakfast... maybe something you did or now carry alters your sight...
3) spell component costs .. gold and xps
4) raising the level of the spells
5) needing a certain cycle of the moons/stars and the right location to cast the spell
6) increasing the casting time
7) limiting knowledge of the spell ... maybe they are their own school... a school that in prohibited.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.