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Let's ban Teleport!
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<blockquote data-quote="Gargoyle" data-source="post: 1674975" data-attributes="member: 529"><p>Yeah, I see your point. But as you point out, <em>ressurection </em> is another spell that makes certain campaign styles impossible. Another spell that gives D&D games a superhero feel rather than a Lord of the Rings feel is <em>fly</em>. It's only a 3rd level spell and readily available to everyone with a wondrous item, yet it negates the need for skills like Balance, Climb, and Jump, and the effectiveness of fantasy staples such as pit traps, cliffs, flying mounts, etc. </p><p></p><p>The editorial in the latest issue of Dragon points out that darkvision and low light vision, and <em>continual flame </em> are abilities that also change the nature of the campaign. With those abilities readily available, dark places just aren't very spooky most of the time. By the time your characters are brave enough to challenge the Underdark, the darkness itself doesn't even matter. Might as well call it the Underdim. </p><p></p><p>If you're going for a campaign where the heroes aren't flying/teleporting/plane hopping/coming back from the dead legends, you're going to have to modify more in D&D than just <em>teleport</em>. Nothing wrong with that, but if you're going to nerf <em>teleport</em> in an attempt to get that feel, I would think about a more major overhaul. </p><p></p><p>Specifically, I would consider changing <em>teleport</em> so that you can't bring others with you. It just seems ok to me for a wizard or sorcerer to vanish and reappear across the continent, and it keeps <em>teleport </em> somewhat useful without letting the entire party skip the dungeon you've built. Likewise, you could limit magic items that allow flight or teleportation, so that the spellcasters are the only ones directly benefitting from these type of spells. That might be a good compromise, although you may have to deal with a party that is split up more often.</p></blockquote><p></p>
[QUOTE="Gargoyle, post: 1674975, member: 529"] Yeah, I see your point. But as you point out, [I]ressurection [/I] is another spell that makes certain campaign styles impossible. Another spell that gives D&D games a superhero feel rather than a Lord of the Rings feel is [I]fly[/I]. It's only a 3rd level spell and readily available to everyone with a wondrous item, yet it negates the need for skills like Balance, Climb, and Jump, and the effectiveness of fantasy staples such as pit traps, cliffs, flying mounts, etc. The editorial in the latest issue of Dragon points out that darkvision and low light vision, and [I]continual flame [/I] are abilities that also change the nature of the campaign. With those abilities readily available, dark places just aren't very spooky most of the time. By the time your characters are brave enough to challenge the Underdark, the darkness itself doesn't even matter. Might as well call it the Underdim. If you're going for a campaign where the heroes aren't flying/teleporting/plane hopping/coming back from the dead legends, you're going to have to modify more in D&D than just [I]teleport[/I]. Nothing wrong with that, but if you're going to nerf [I]teleport[/I] in an attempt to get that feel, I would think about a more major overhaul. Specifically, I would consider changing [I]teleport[/I] so that you can't bring others with you. It just seems ok to me for a wizard or sorcerer to vanish and reappear across the continent, and it keeps [I]teleport [/I] somewhat useful without letting the entire party skip the dungeon you've built. Likewise, you could limit magic items that allow flight or teleportation, so that the spellcasters are the only ones directly benefitting from these type of spells. That might be a good compromise, although you may have to deal with a party that is split up more often. [/QUOTE]
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