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Let's ban Teleport!
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<blockquote data-quote="ruleslawyer" data-source="post: 1676483" data-attributes="member: 1757"><p>Two words for ya: Greater teleport. NONE of the factors you listed are a problem with that spell.</p><p>This wasn't what I meant about "power level," Gez. I meant that if you're assuming that Sauron is the most powerful being on Middle-Earth (which, BTW, he IS), and that ME is like a D&D world, then Sauron is certainly capable of casting the relevant spells to send the Nazgul to the Shire.</p><p>Hardly likely. There is a notable absence of ward magic anywhere outside Rivendell and Lothlorien, and even the wards of Lothlorien, which are the most powerful on Arda, would not stand "if the Enemy himself came in his full might." Right outta FotR, my friend. </p><p></p><p>And the argument that teleport isn't a problem because anti-teleport magic exists is really missing the point on two fronts:</p><p></p><p>1) It doesn't exist in core rules. And no, it's not something that should be hand-waved into the game the same way that pregnancy is. By your own admission, such magic HAS to exist and is very important. My high-level PCs would have to figure out a way to remove the need for sleep if there weren't anti-teleport magic. Yet not a single such spell short of <em>forbiddance</em> exists in the core rules. </p><p></p><p>2) The influence of teleport magic in rendering the D&D universe different from traditional heroic fantasy worlds isn't necessarily combat-centered, or even primarily combat-centered. Obviating the need for long journeys and rendering small package trade and diplomatic missions instantaneous and nearly riskless has a profound effect on a campaign that goes far, far beyond that possessed by flashy evocation magic (which, incidentally, has a time-honored place in fantasy, what with RE Howard's sorcerers chucking black lightnings and balls of fire and Saruman's use of explosives and other magical/technological siege weapons at Helm's Deep).</p><p></p><p></p><p>See my points re: greater teleport and core spells above.</p><p></p><p>Note that I'm not saying (and I don't think Thanee is either) that TP is terrible and impossible to use, but rather that you have to recognize that a game with TP and resurrection (my two major bugbears) is going to look a lot different from a traditional heroic fantasy novel, and that in some cases, that can be a bit of a shame. I've contemplated running a 4th Age Middle Earth campaign, for which I certainly would ban a great number of spells and probably restrict the spellcasting classes severely (perhaps using one of the variants on the ME d20 site).</p></blockquote><p></p>
[QUOTE="ruleslawyer, post: 1676483, member: 1757"] Two words for ya: Greater teleport. NONE of the factors you listed are a problem with that spell. This wasn't what I meant about "power level," Gez. I meant that if you're assuming that Sauron is the most powerful being on Middle-Earth (which, BTW, he IS), and that ME is like a D&D world, then Sauron is certainly capable of casting the relevant spells to send the Nazgul to the Shire. Hardly likely. There is a notable absence of ward magic anywhere outside Rivendell and Lothlorien, and even the wards of Lothlorien, which are the most powerful on Arda, would not stand "if the Enemy himself came in his full might." Right outta FotR, my friend. And the argument that teleport isn't a problem because anti-teleport magic exists is really missing the point on two fronts: 1) It doesn't exist in core rules. And no, it's not something that should be hand-waved into the game the same way that pregnancy is. By your own admission, such magic HAS to exist and is very important. My high-level PCs would have to figure out a way to remove the need for sleep if there weren't anti-teleport magic. Yet not a single such spell short of [i]forbiddance[/i] exists in the core rules. 2) The influence of teleport magic in rendering the D&D universe different from traditional heroic fantasy worlds isn't necessarily combat-centered, or even primarily combat-centered. Obviating the need for long journeys and rendering small package trade and diplomatic missions instantaneous and nearly riskless has a profound effect on a campaign that goes far, far beyond that possessed by flashy evocation magic (which, incidentally, has a time-honored place in fantasy, what with RE Howard's sorcerers chucking black lightnings and balls of fire and Saruman's use of explosives and other magical/technological siege weapons at Helm's Deep). See my points re: greater teleport and core spells above. Note that I'm not saying (and I don't think Thanee is either) that TP is terrible and impossible to use, but rather that you have to recognize that a game with TP and resurrection (my two major bugbears) is going to look a lot different from a traditional heroic fantasy novel, and that in some cases, that can be a bit of a shame. I've contemplated running a 4th Age Middle Earth campaign, for which I certainly would ban a great number of spells and probably restrict the spellcasting classes severely (perhaps using one of the variants on the ME d20 site). [/QUOTE]
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