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Let's ban Teleport!
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<blockquote data-quote="WizarDru" data-source="post: 1688430" data-attributes="member: 151"><p>That wasn't a counter-argument, that was an agreement.</p><p> </p><p> </p><p> It's a combination of factors, of which teleport is but one. A high-level party is never totally unprepared. They have too many gadgets, abilities and connections. BUT, an equal factor is the issue that verisimilitude rarely supports long strings of powerful enemies all at once. </p><p> </p><p> Consider "Lich Queen's Beloved", "Storm Lord's Keep", "Bastion of Broken Souls" and "Lord of the Iron Fortress", for example. Bastion and Lord both shuttle you around different planes to keep you busy. Lich and Storm both shuttle you through different 'zones' to keep the party occupied (Lich being a good example, and Storm being a bad one, IMHO). All of them force high-level players to burn resources to get to unique and usually remote locations, and then keep them off their guard by forcing them to adapt to new environments as they go. All of them either introduce or strongly encourage throwing a time-limit factor of sorts into the module. In LQB, the Githyanki queen is about to become a demi-god, if she isn't stopped. In Bastion, Ashardalon is about to break-free and return to wreak havoc, and in Lord, the bbeg is going to forge his baatorian steel sword of power. I don't recall exactly, but I think Storm had the Storm Lord preparing an assualt on yet another town, and forcing the players to stop him before the next deadly attack. </p><p> </p><p> Buffs are only meaningful when available. High-level dispels are just as accessible as high-level buffs, and quicker to strip away than to add. The party isn't acting at a higher-level...they're just willing to burn more resources more readily. Note that in the above modules, opportunity cost is in full effect: a tactical strike is one thing, but if the players have five hours to find and stop the BBEG, and they have to perform several functions first, they're less likely to spend those precious teleports.</p><p> </p><p>Ultimately, most high-level spells with throw a wrench in the works, in this respect. High-level players can totally dominate a battle-field, if they aren't taken totally by suprise. While we're on the topic, you may need to add Shapechange and Dominate Monster to your list of banned spells. A smart spellcaster will just dominate the first 'Teleport at will' monster he fights, and then you're back to square one. When spells like Forcecage, Imprisonment, Maze and others come out of the box, you've got lots more to deal with.</p><p> </p><p> Most of what you're describing isn't Teleport, it's the whole BST cycle....and I grant you, it's an issue. There are counters to it, but it locks everyone into a cycle that seems very mechanical, utilizing Screen, Foresight, Mind Blank and various boltholes that the rules suggest. If you don't like that style of play, then you should make changes (and removing said spells certainly is a good start). My point is that it reaches much further than just removing the actual spell.</p></blockquote><p></p>
[QUOTE="WizarDru, post: 1688430, member: 151"] That wasn't a counter-argument, that was an agreement. It's a combination of factors, of which teleport is but one. A high-level party is never totally unprepared. They have too many gadgets, abilities and connections. BUT, an equal factor is the issue that verisimilitude rarely supports long strings of powerful enemies all at once. Consider "Lich Queen's Beloved", "Storm Lord's Keep", "Bastion of Broken Souls" and "Lord of the Iron Fortress", for example. Bastion and Lord both shuttle you around different planes to keep you busy. Lich and Storm both shuttle you through different 'zones' to keep the party occupied (Lich being a good example, and Storm being a bad one, IMHO). All of them force high-level players to burn resources to get to unique and usually remote locations, and then keep them off their guard by forcing them to adapt to new environments as they go. All of them either introduce or strongly encourage throwing a time-limit factor of sorts into the module. In LQB, the Githyanki queen is about to become a demi-god, if she isn't stopped. In Bastion, Ashardalon is about to break-free and return to wreak havoc, and in Lord, the bbeg is going to forge his baatorian steel sword of power. I don't recall exactly, but I think Storm had the Storm Lord preparing an assualt on yet another town, and forcing the players to stop him before the next deadly attack. Buffs are only meaningful when available. High-level dispels are just as accessible as high-level buffs, and quicker to strip away than to add. The party isn't acting at a higher-level...they're just willing to burn more resources more readily. Note that in the above modules, opportunity cost is in full effect: a tactical strike is one thing, but if the players have five hours to find and stop the BBEG, and they have to perform several functions first, they're less likely to spend those precious teleports. Ultimately, most high-level spells with throw a wrench in the works, in this respect. High-level players can totally dominate a battle-field, if they aren't taken totally by suprise. While we're on the topic, you may need to add Shapechange and Dominate Monster to your list of banned spells. A smart spellcaster will just dominate the first 'Teleport at will' monster he fights, and then you're back to square one. When spells like Forcecage, Imprisonment, Maze and others come out of the box, you've got lots more to deal with. Most of what you're describing isn't Teleport, it's the whole BST cycle....and I grant you, it's an issue. There are counters to it, but it locks everyone into a cycle that seems very mechanical, utilizing Screen, Foresight, Mind Blank and various boltholes that the rules suggest. If you don't like that style of play, then you should make changes (and removing said spells certainly is a good start). My point is that it reaches much further than just removing the actual spell. [/QUOTE]
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