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Let's ban Teleport!
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<blockquote data-quote="A'koss" data-source="post: 1687870" data-attributes="member: 840"><p>In our case dropping Teleport (and flight-based magic) was largely a setting decision. We wanted to slow things down a bit in high level play and "ground" everyone a little in a sense. One of the themes our campaign stresses is that PCs still need to rely on others, even at the highest levels, and that they cannot do everything themselves. The best tradesmen are always commoners, you still require a mount or a ship if you want to travel and if you want to spy on someone you have to have someone actually <em>there</em> doing the spying. </p><p> </p><p>In 3e, high level PCs are entirely self-sufficient demigods who rarely need anyone or any service outside their group. They can do too many things with spells and skills, do too much too quickly and can accomplish too much from the comfort of their own homes.</p><p> </p><p>Then there is the valid points raised by Mac Callum and jgbrowing whereby these spells create a style of gaming that is paranoia if you play your enemies intelligently. Arguably, life is far more dangerous for a 20th level character than a 10th level one and that has never really sat well with our group.</p><p> </p><p>Just my 2 bits.</p><p> </p><p>A'koss.</p></blockquote><p></p>
[QUOTE="A'koss, post: 1687870, member: 840"] In our case dropping Teleport (and flight-based magic) was largely a setting decision. We wanted to slow things down a bit in high level play and "ground" everyone a little in a sense. One of the themes our campaign stresses is that PCs still need to rely on others, even at the highest levels, and that they cannot do everything themselves. The best tradesmen are always commoners, you still require a mount or a ship if you want to travel and if you want to spy on someone you have to have someone actually [i]there[/i] doing the spying. In 3e, high level PCs are entirely self-sufficient demigods who rarely need anyone or any service outside their group. They can do too many things with spells and skills, do too much too quickly and can accomplish too much from the comfort of their own homes. Then there is the valid points raised by Mac Callum and jgbrowing whereby these spells create a style of gaming that is paranoia if you play your enemies intelligently. Arguably, life is far more dangerous for a 20th level character than a 10th level one and that has never really sat well with our group. Just my 2 bits. A'koss. [/QUOTE]
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