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Let's ban Teleport!
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<blockquote data-quote="BAW" data-source="post: 1688090" data-attributes="member: 17773"><p><strong>Teleport</strong></p><p></p><p>The biggest issues people have is that it is used in a manner similar to a saved game. The party gets to go back in fore-warned of the dangers of an encounter, in a very short space of time, and prepared.</p><p></p><p>Travelling using teleport is not that big an issue. If there is a plot piece involved in travelling to a location, then make a PLOT device to stop teleportation. e.g. Increase in magic fluctuations, attraction of monsters seeking ways into the material plane are drawn to people teleporting and come through with them. </p><p>Anything that makes it more dangerous reduces the temptation.</p><p></p><p>What teleportation does stop is the low-CR encounters with wildlife and bandits, the ones that are there for the next generation of heroes. Those encounters that are ignored because they pose no threat.</p><p></p><p>Now my solution for the in-combat escape plan is:</p><p>1) Dimensional Anchor on a party member (preferably the wizard)</p><p>2) Increase the casting time of teleportation to a full round or slightly longer.</p><p></p><p>Option 1 is available at higher levels. My 18th level sorcereress has it to combat the bad guys escaping and doing what DM's (on this thread) don't like the players doing! It works both ways and this way your players find solutions for you!</p><p>Option 2 makes teleport a much more difficult spell and one that requires a bit of fore-sight and skill to make the spell effective. On top of that it takes the wizard out of the fight. Hence it becomes a less attractive option than being creative.</p></blockquote><p></p>
[QUOTE="BAW, post: 1688090, member: 17773"] [b]Teleport[/b] The biggest issues people have is that it is used in a manner similar to a saved game. The party gets to go back in fore-warned of the dangers of an encounter, in a very short space of time, and prepared. Travelling using teleport is not that big an issue. If there is a plot piece involved in travelling to a location, then make a PLOT device to stop teleportation. e.g. Increase in magic fluctuations, attraction of monsters seeking ways into the material plane are drawn to people teleporting and come through with them. Anything that makes it more dangerous reduces the temptation. What teleportation does stop is the low-CR encounters with wildlife and bandits, the ones that are there for the next generation of heroes. Those encounters that are ignored because they pose no threat. Now my solution for the in-combat escape plan is: 1) Dimensional Anchor on a party member (preferably the wizard) 2) Increase the casting time of teleportation to a full round or slightly longer. Option 1 is available at higher levels. My 18th level sorcereress has it to combat the bad guys escaping and doing what DM's (on this thread) don't like the players doing! It works both ways and this way your players find solutions for you! Option 2 makes teleport a much more difficult spell and one that requires a bit of fore-sight and skill to make the spell effective. On top of that it takes the wizard out of the fight. Hence it becomes a less attractive option than being creative. [/QUOTE]
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