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Limiting Magic
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<blockquote data-quote="White Whale" data-source="post: 3820866" data-attributes="member: 53272"><p>I am a big fan of banning Teleport and its likes, and I feel your counterarguments are quite moot:</p><p>-prevent TPK: So can several other spells (Wall of Force comes to mind), without introducing the highly anti-climatic Teleport (one moment deep inside a dungeon next to a huge a axe-wielding skeleton, then the next moment in your cosy hut)</p><p>-travel time and 'orc bandits every other night': when you are level 10+ orcs are no longer a threat. Unless your DM specifically wants you to interact with something he should just say "you travel for two weeks through wind, rain and snow. Occasionally you are attacked by a band of orcs, but you easily fence them off."</p><p></p><p>Additionally, Teleport introduces a so big change from the real world that I have trouble foreseeing the consequences; What is warfare like with the existence of Teleport? What about trading caravans, are they now non-existent? How do you deal with BBEGs that are able to jump around and unleash mayhem wherever they go, just to vanish into thin air the next second?</p><p></p><p>Instead of trying to find answer to these questions I find it easier and more enjoyable to just ban Teleport. In doing so it is also much more easy to introduce time as an important asset in strategic choices.</p><p></p><p></p><p>Anyway, back on topic:</p><p>If it is ok with your group I suggest just banning spells above 5th level (if you don't want more powerful magic anyway), or maybe introducing the metamagic rule you outlined in the first post (then you should probably give free metamagic feats at every other level of so).</p></blockquote><p></p>
[QUOTE="White Whale, post: 3820866, member: 53272"] I am a big fan of banning Teleport and its likes, and I feel your counterarguments are quite moot: -prevent TPK: So can several other spells (Wall of Force comes to mind), without introducing the highly anti-climatic Teleport (one moment deep inside a dungeon next to a huge a axe-wielding skeleton, then the next moment in your cosy hut) -travel time and 'orc bandits every other night': when you are level 10+ orcs are no longer a threat. Unless your DM specifically wants you to interact with something he should just say "you travel for two weeks through wind, rain and snow. Occasionally you are attacked by a band of orcs, but you easily fence them off." Additionally, Teleport introduces a so big change from the real world that I have trouble foreseeing the consequences; What is warfare like with the existence of Teleport? What about trading caravans, are they now non-existent? How do you deal with BBEGs that are able to jump around and unleash mayhem wherever they go, just to vanish into thin air the next second? Instead of trying to find answer to these questions I find it easier and more enjoyable to just ban Teleport. In doing so it is also much more easy to introduce time as an important asset in strategic choices. Anyway, back on topic: If it is ok with your group I suggest just banning spells above 5th level (if you don't want more powerful magic anyway), or maybe introducing the metamagic rule you outlined in the first post (then you should probably give free metamagic feats at every other level of so). [/QUOTE]
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