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Let's ban Teleport!
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<blockquote data-quote="Inconsequenti-AL" data-source="post: 1675737" data-attributes="member: 6584"><p>I can think of an issue that hasn't really been touched on here...</p><p></p><p>Higher level Dnd is far more lethal than the lower levels. When combat goes against a party, teleport is an often useful method of preventing a TPK and doesn't even involve a DM 'Deus Ex' intervention to save them. Quite often the speed and abilities of many opponents would make them nigh on unescapable without these magics. Of course, I'm sure lots of people (BADD?)would see this as a bonus. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Take away the teleport and the game would become a lot more lethal. I'd say a side effect is that the DM should be more conservative with encounter design. Either that or some sort of device to even things in favour of the players - possibly action dice or WFRP style fate points...</p><p></p><p>I think teleport does not remove the need for journeys altogether. It may remove the return leg of a journey, but without some method of viewing the target location, it really isn't going to get anyone there much faster.</p><p></p><p>{rambling}</p><p></p><p>Having said that, I can see how those magics, and many other features of the DnD system, can upset a campaign and makes certain feels of game impossible... Vancian magic, hit points, healing, evocations, scrying et al just don't fit for some game types. Depending on the feel of the game I was shooting for, I'd far rather use a whole different system. I think Henry put the idea in my head - A few minor tweaks and D20 modern or Spycraft could make great no/very low magic systems for a fantasy game... </p><p></p><p>{/rambling}</p></blockquote><p></p>
[QUOTE="Inconsequenti-AL, post: 1675737, member: 6584"] I can think of an issue that hasn't really been touched on here... Higher level Dnd is far more lethal than the lower levels. When combat goes against a party, teleport is an often useful method of preventing a TPK and doesn't even involve a DM 'Deus Ex' intervention to save them. Quite often the speed and abilities of many opponents would make them nigh on unescapable without these magics. Of course, I'm sure lots of people (BADD?)would see this as a bonus. :) Take away the teleport and the game would become a lot more lethal. I'd say a side effect is that the DM should be more conservative with encounter design. Either that or some sort of device to even things in favour of the players - possibly action dice or WFRP style fate points... I think teleport does not remove the need for journeys altogether. It may remove the return leg of a journey, but without some method of viewing the target location, it really isn't going to get anyone there much faster. {rambling} Having said that, I can see how those magics, and many other features of the DnD system, can upset a campaign and makes certain feels of game impossible... Vancian magic, hit points, healing, evocations, scrying et al just don't fit for some game types. Depending on the feel of the game I was shooting for, I'd far rather use a whole different system. I think Henry put the idea in my head - A few minor tweaks and D20 modern or Spycraft could make great no/very low magic systems for a fantasy game... {/rambling} [/QUOTE]
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