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Let's ban Teleport!
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<blockquote data-quote="FreeTheSlaves" data-source="post: 1677302" data-attributes="member: 9952"><p>I don't know how useful my post is to this thread but I'll share my experiences with teleport with all and see if it helps some.</p><p></p><p>This is from a dm's view-point and that campaign didn't go past 12th level.</p><p></p><ul> <li data-xf-list-type="ul"> Wizard and Travel cleric got access at level 9-10 (not the wiz 1st choice spell)</li> <li data-xf-list-type="ul"> Travel to new locations was the ye olde way; travel back via teleport.</li> <li data-xf-list-type="ul"> The error factor only kicked in a couple of times and one time it was most inconvenient. From then on, if time wasn't a factor they'd travel overland.</li> <li data-xf-list-type="ul"> The travel cleric got into a most excellent habit of carefully familiarizing himself with waypoints which he made into shrines; for more successful teleports.</li> <li data-xf-list-type="ul"> Exploring overland (they were the advance pathfinders of an army) the party would teleport to specific points viewable on the horizon; aproximately 25 miles away.</li> <li data-xf-list-type="ul"> The large bags of holding are made for the teleporting party.</li> </ul><p></p><p>In regards to defending specific sites v teleport; i.e. where significant powers with a reasonable arcane knowledge reside that wish to control visitors; I used forbidance, dimensionally anchored (un)hallowed ground, or I simply invoked the traps formula.</p><p></p><p>I used the traps rule for constructing areas with permanent dimensional anchors quite a bit because it was not divine magic specific. That said you have to look at the cost to craft and compare it to the npc. Sure, they may have inherited a site that is anchored (which is therefore subject to local knowledge+) but using the traps formula requires the npc to have serious wealth at their disposal.</p><p></p><p>Just to beef up the non-spellcasters, I put in portals to allow teleportation of a limited kind.</p><p></p><p>Anyhoo...</p></blockquote><p></p>
[QUOTE="FreeTheSlaves, post: 1677302, member: 9952"] I don't know how useful my post is to this thread but I'll share my experiences with teleport with all and see if it helps some. This is from a dm's view-point and that campaign didn't go past 12th level. [list] [*] Wizard and Travel cleric got access at level 9-10 (not the wiz 1st choice spell) [*] Travel to new locations was the ye olde way; travel back via teleport. [*] The error factor only kicked in a couple of times and one time it was most inconvenient. From then on, if time wasn't a factor they'd travel overland. [*] The travel cleric got into a most excellent habit of carefully familiarizing himself with waypoints which he made into shrines; for more successful teleports. [*] Exploring overland (they were the advance pathfinders of an army) the party would teleport to specific points viewable on the horizon; aproximately 25 miles away. [*] The large bags of holding are made for the teleporting party. [/list] In regards to defending specific sites v teleport; i.e. where significant powers with a reasonable arcane knowledge reside that wish to control visitors; I used forbidance, dimensionally anchored (un)hallowed ground, or I simply invoked the traps formula. I used the traps rule for constructing areas with permanent dimensional anchors quite a bit because it was not divine magic specific. That said you have to look at the cost to craft and compare it to the npc. Sure, they may have inherited a site that is anchored (which is therefore subject to local knowledge+) but using the traps formula requires the npc to have serious wealth at their disposal. Just to beef up the non-spellcasters, I put in portals to allow teleportation of a limited kind. Anyhoo... [/QUOTE]
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