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Let's ban Teleport!
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<blockquote data-quote="Thanee" data-source="post: 1674667" data-attributes="member: 478"><p>Teleport (and similar magic) can make certain campaign styles highly difficult, since it allows to retreat into far away towns and cities in an eyeblink to replenish resources, get whatever equipment might be needed, or to heal, and it can completely override the need to travel. Teleport is an extremely potent spell for sure.</p><p> </p><p> How would a campaign similar to the Lord of the Rings trilogy have been with D&D style Teleport. *Zzzip* *splosh* The End. Pretty damn fast.</p><p> </p><p> Therefore, it might be reasonable to ban all teleportation spells and items. However, it's not like banning these spells is the only option, there are several ways to limit and restrict the use ot teleportation magic, but sometimes, it simply doesn't feel right, and magic which - by default - requires to use countermeasures to restrict its use, must be wrong in some way, at least. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p> </p><p> One result of this would be, that certain other spells, which normally are not used often, because Teleport just can do all at once and usually better, would show up more. Magic, that can create items (Major Creation), or makes travelling easier, would suddenly be highly useful then, if you cannot simply use Teleport to cover all your needs. Also the infamous BST routine (Buff-Scry-Teleport) would not happen anymore.</p><p> </p><p> So, what do you think should be covered in that case?</p><p> </p><p> Ban: Teleport</p><p> Ban: Greater Teleport</p><p> Ban: Teleport Object</p><p> Ban: Teleportation Circle</p><p> </p><p> Of course, every item with similar abilities like the <em>helm of teleportation</em> would be banned as well.</p><p> </p><p> Replace: Travel Domain 5th level spell with Overland Flight</p><p> Replace: Travel Domain 7th level spell with Passwall or Shadow Walk (?)</p><p> </p><p> Creatures, which have these spells as a spell-like ability, <em>keep</em> them!</p><p> Only the spells and similar magics would be gone.</p><p> </p><p> Gate should also be considered, but I feel it's ok, given the high level, and that you would need two 9th level spells to actually move to a different location on the same plane. Also Gate does have a few inherent disadvantages.</p><p> </p><p> Anything else to consider?</p><p> </p><p> </p><p> Additions (taken from the discussion below):</p><p> </p><p> Ban: Transport via Plants</p><p>Consider: Wind Walk</p><p> Consider: Tree Stride</p><p>Consider: Shadow Walk</p><p> Consider: Plane Shift (probably shift up to 7th at least)</p><p> Consider: Gate (see above)</p><p> </p><p> Some alternative Options:</p><p> </p><p> Maybe just shift up Teleport to 7th (and Greater Teleport to 9th).</p><p> Maybe reduce Teleport's range to 10 miles/level or even 1 mile/level.</p><p> Maybe add a sizeable cost to Teleport (similar to Raise Dead/Resurrect).</p><p> Maybe make Teleport self only (would fit well with the standard spell-like ability).</p><p> Maybe make Wind Walk an arcane spell instead of a divine one.</p><p> </p><p> </p><p> <strong>Important note:</strong> I am not looking to house rule these spells away completely, or to restrict every form of fast-movement (only instant-movement and highly similar abilities), furthermore I am not looking to deprive my players of any of their abilities, since I cannot handle them (I can, believe me <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" />), I am mostly looking for flavor-changes, which would only apply to individual campaigns and - of course - be known even before character creation has started! Also, despite using the LotR as an example, I am not looking for a reproduction of the Tolkien flavor.</p><p> </p><p> I believe, that these spells (mostly Teleport in all its variations) have dramatic effects on a campaign and a setting. With magic like that available, a whole new level of logistics is available, which has to be considered all the time. Sometimes it just feels more like "traditional fantasy", if such options are not available at all.</p><p> </p><p> I am certainly aware, that teleportation magic can add a lot to a high level campaign, which takes these options into consideration, but it just has such a dominating effect, that it always <em>has</em> to be taken into consideration, if things shouldn't be run in a completely arbitrary fashion.</p><p> </p><p> Bye</p><p> Thanee</p></blockquote><p></p>
[QUOTE="Thanee, post: 1674667, member: 478"] Teleport (and similar magic) can make certain campaign styles highly difficult, since it allows to retreat into far away towns and cities in an eyeblink to replenish resources, get whatever equipment might be needed, or to heal, and it can completely override the need to travel. Teleport is an extremely potent spell for sure. How would a campaign similar to the Lord of the Rings trilogy have been with D&D style Teleport. *Zzzip* *splosh* The End. Pretty damn fast. Therefore, it might be reasonable to ban all teleportation spells and items. However, it's not like banning these spells is the only option, there are several ways to limit and restrict the use ot teleportation magic, but sometimes, it simply doesn't feel right, and magic which - by default - requires to use countermeasures to restrict its use, must be wrong in some way, at least. ;) One result of this would be, that certain other spells, which normally are not used often, because Teleport just can do all at once and usually better, would show up more. Magic, that can create items (Major Creation), or makes travelling easier, would suddenly be highly useful then, if you cannot simply use Teleport to cover all your needs. Also the infamous BST routine (Buff-Scry-Teleport) would not happen anymore. So, what do you think should be covered in that case? Ban: Teleport Ban: Greater Teleport Ban: Teleport Object Ban: Teleportation Circle Of course, every item with similar abilities like the [i]helm of teleportation[/i] would be banned as well. Replace: Travel Domain 5th level spell with Overland Flight Replace: Travel Domain 7th level spell with Passwall or Shadow Walk (?) Creatures, which have these spells as a spell-like ability, [i]keep[/i] them! Only the spells and similar magics would be gone. Gate should also be considered, but I feel it's ok, given the high level, and that you would need two 9th level spells to actually move to a different location on the same plane. Also Gate does have a few inherent disadvantages. Anything else to consider? Additions (taken from the discussion below): Ban: Transport via Plants Consider: Wind Walk Consider: Tree Stride Consider: Shadow Walk Consider: Plane Shift (probably shift up to 7th at least) Consider: Gate (see above) Some alternative Options: Maybe just shift up Teleport to 7th (and Greater Teleport to 9th). Maybe reduce Teleport's range to 10 miles/level or even 1 mile/level. Maybe add a sizeable cost to Teleport (similar to Raise Dead/Resurrect). Maybe make Teleport self only (would fit well with the standard spell-like ability). Maybe make Wind Walk an arcane spell instead of a divine one. [b]Important note:[/b] I am not looking to house rule these spells away completely, or to restrict every form of fast-movement (only instant-movement and highly similar abilities), furthermore I am not looking to deprive my players of any of their abilities, since I cannot handle them (I can, believe me ;)), I am mostly looking for flavor-changes, which would only apply to individual campaigns and - of course - be known even before character creation has started! Also, despite using the LotR as an example, I am not looking for a reproduction of the Tolkien flavor. I believe, that these spells (mostly Teleport in all its variations) have dramatic effects on a campaign and a setting. With magic like that available, a whole new level of logistics is available, which has to be considered all the time. Sometimes it just feels more like "traditional fantasy", if such options are not available at all. I am certainly aware, that teleportation magic can add a lot to a high level campaign, which takes these options into consideration, but it just has such a dominating effect, that it always [i]has[/i] to be taken into consideration, if things shouldn't be run in a completely arbitrary fashion. Bye Thanee [/QUOTE]
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