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Let's ban Teleport!
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<blockquote data-quote="WizarDru" data-source="post: 1676268" data-attributes="member: 151"><p>Believe me, at 23rd level, Teleport ends up being an essential, not a rampant power-grab. My players are major figures in world politics, now, like it or not. Churches look to one of them for doctrine and guidance, two elven nations looks to two other party members, while every living mage is aware of the party's wizard, and many view him as the most powerful (some would say dangerous) man on the planet. The druid only just recently contested for the leadership of his kinds, and the rogue is known across the planes as the most cunning and evasive thief of recent memory. They have made enemies of ancient liches, demi-gods, demon princes and whole nations. They have made allies of ancient dragons, benevolent dieties and creatures from out of the space-time continuum.</p><p> </p><p> At that level of power, teleport seems downright homey. PCs teleport back and forth between nexus points of adventure. Stopping over at the port-city of Gradsul was fun, the first couple of times...but now, when demons threaten to tear a city apart, they go there and deal with the problem. In fact, in one recent adventure, the party was split across the continent: one heads to the elven kingdom to question the queen about what she knows; another travels 500 miles to the south to instruct his followers on the construction of the new mage's guild; another travels to his home city to check on family and investigate ancient lore; another travels to the world tree to confer with it; another heads to Sigil, to purchase goods the group will need; and still another travels through the dream realm to consult his goddess. Several teleport spells later, and they're all together, again.</p><p> </p><p> Villians plots proceed apace, with or without several months of empty transit time. In fact, with teleport in place, plots and developments move much faster. The bad-guys need to be monitored, if they are to be stopped. They need to be found, and they need to hunted. How involved you want to make the process is up to you, of course. But transit time merely for it's own sake seems to be the same handwave as just teleporting was in the first place, after a certain point.</p></blockquote><p></p>
[QUOTE="WizarDru, post: 1676268, member: 151"] Believe me, at 23rd level, Teleport ends up being an essential, not a rampant power-grab. My players are major figures in world politics, now, like it or not. Churches look to one of them for doctrine and guidance, two elven nations looks to two other party members, while every living mage is aware of the party's wizard, and many view him as the most powerful (some would say dangerous) man on the planet. The druid only just recently contested for the leadership of his kinds, and the rogue is known across the planes as the most cunning and evasive thief of recent memory. They have made enemies of ancient liches, demi-gods, demon princes and whole nations. They have made allies of ancient dragons, benevolent dieties and creatures from out of the space-time continuum. At that level of power, teleport seems downright homey. PCs teleport back and forth between nexus points of adventure. Stopping over at the port-city of Gradsul was fun, the first couple of times...but now, when demons threaten to tear a city apart, they go there and deal with the problem. In fact, in one recent adventure, the party was split across the continent: one heads to the elven kingdom to question the queen about what she knows; another travels 500 miles to the south to instruct his followers on the construction of the new mage's guild; another travels to his home city to check on family and investigate ancient lore; another travels to the world tree to confer with it; another heads to Sigil, to purchase goods the group will need; and still another travels through the dream realm to consult his goddess. Several teleport spells later, and they're all together, again. Villians plots proceed apace, with or without several months of empty transit time. In fact, with teleport in place, plots and developments move much faster. The bad-guys need to be monitored, if they are to be stopped. They need to be found, and they need to hunted. How involved you want to make the process is up to you, of course. But transit time merely for it's own sake seems to be the same handwave as just teleporting was in the first place, after a certain point. [/QUOTE]
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