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Let's ban Teleport!
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<blockquote data-quote="Saeviomagy" data-source="post: 1677318" data-attributes="member: 5890"><p>The thing is: The safe retreat is almost always an option one way or another. Further to that, unless the dungeon is doable in a single session ANYWAY, it's always necessary. The spell just replaces "oh, you have a couple of encounters on the way out" which you've seen over and over and... over again with "you're there".</p><p></p><p>That's the thing. Teleport is just narrative editing that COSTS the players.</p><p></p><p>Currently I'm in a D&D game which is aiming for a quest in the underdark somewhere. Since noones seen the entrance we're after, and we've got one party member who's... irrational in his dislike of magic, we've got to walk.</p><p>Frankly - working out how many rations we're carrying, working out our encumbrance for a journey through cold mountains, working out who can climb a cliff and the like, and having random, unconnected encounters with monsters is boring me to tears. I'd much rather fire off a teleport and be there, and get stuck into some genuine adventuring.</p><p></p><p>As for teleport somehow solving every problem... wow. You must be meeting some lame-ass problems for a high level game. Are NPC's sending you out shopping for milk or something?</p><p></p><p>Even WITH teleport banned, the existence of spells which create something from nothing, and then change that something into the something that you want are going to solve all the problems that you cite teleport as the easy solution to. At high level, quests need to be genuinely difficult. Otherwise they can be left to the level 1 characters of the world.</p><p></p><p></p><p>They're monsters. That's not the underdark. The same monsters could be presented in any setting.</p><p></p><p>The underdark itself, the hazards of caving, and being in the dark, far away from civilisation and without a supply chain, is not suitable for high level play. High level characters are (or should be) past all that.</p></blockquote><p></p>
[QUOTE="Saeviomagy, post: 1677318, member: 5890"] The thing is: The safe retreat is almost always an option one way or another. Further to that, unless the dungeon is doable in a single session ANYWAY, it's always necessary. The spell just replaces "oh, you have a couple of encounters on the way out" which you've seen over and over and... over again with "you're there". That's the thing. Teleport is just narrative editing that COSTS the players. Currently I'm in a D&D game which is aiming for a quest in the underdark somewhere. Since noones seen the entrance we're after, and we've got one party member who's... irrational in his dislike of magic, we've got to walk. Frankly - working out how many rations we're carrying, working out our encumbrance for a journey through cold mountains, working out who can climb a cliff and the like, and having random, unconnected encounters with monsters is boring me to tears. I'd much rather fire off a teleport and be there, and get stuck into some genuine adventuring. As for teleport somehow solving every problem... wow. You must be meeting some lame-ass problems for a high level game. Are NPC's sending you out shopping for milk or something? Even WITH teleport banned, the existence of spells which create something from nothing, and then change that something into the something that you want are going to solve all the problems that you cite teleport as the easy solution to. At high level, quests need to be genuinely difficult. Otherwise they can be left to the level 1 characters of the world. They're monsters. That's not the underdark. The same monsters could be presented in any setting. The underdark itself, the hazards of caving, and being in the dark, far away from civilisation and without a supply chain, is not suitable for high level play. High level characters are (or should be) past all that. [/QUOTE]
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