Long Distance Teleport Rituals?

VannATLC said:
What, you mean, Stargates >.>

I'm even going to have the dwarves make a Dialler, opening portals to places that haven't been touched in Millenia.

That is *awesome*. I love the idea of a DHD and teleport gates!
 

log in or register to remove this ad

I dsee all this as getting away form some of the adventure breaking spells and abilities of 3.5,. Things like Find the Path, Fly and Teleportation. Used even as written and not at all competantly, they could tie DMs in knots trying to chanllenge thsoe players.

I'm glad to see them gone and think the a ritual is the best way to do it.
 


As a DM, I think you'd have a pretty interesting campaign out of simply handing out the dimensional portal ritual to a character too low to cast it, then sending them on a wild ride through the planes a'la sliders: that first set of sigils they scribed just happened to line up with a portal somewhere, and now they get stuck in a series of places that they need to leave quickly by finding the coordinates to some other location.

Or something.
 

NMcCoy said:
On another note, does anyone else think the new teleportation stuff in general is awesome? I'm getting all sorts of plot hook ideas from how they work... Ancient artwork depicting a scene in a location that people don't believe ever actually existed, but you can see part of a teleportation circle...

I think it is cool, but the cost in both money and level for the end game one is too much IMO. You can't get a teleport anywhere ritual until you are two levels from Godhood, does not exactly scream epic too me.
 

Obryn said:
4e doesn't assume that everything that's done in the game by NPCs can be done by the players via the existing game rules. :)

There may be rules sometime, but for right now - they're there for the same reason the towns are there, or the dungeons are there. Someone put them there.

Revel in this freedom. You're the DM, so make the most out of this. If your players ask, "How do we make one?" ... that's your cue that they have a goal, and it's your turn to make something up. Heck, make an adventure out of it - say, the knowledge died with the Empire of Bael Turath, and it's up for the PCs to find it buried in their lost catacombs. Or tell them it's a 30th-level ritual and to talk to you in a year. Or that it takes weeks of work and the secrets are jealously guarded, but that a nearby sage could be persuaded to do it for a price.

The options are limitless. :)

-O
I'd have the same limitless options if they had rules, only difference is, it would be easier to gauge balance since presumably it would have been play tested.
 


Ahglock said:
I'd have the same limitless options if they had rules, only difference is, it would be easier to gauge balance since presumably it would have been play tested.

I agree that it would be nice to have a ritual for the creation of teleportation circles in the core rules. I disagree that such a ritual could be play tested for game balance. You can't really balance a plot device which is what most rituals are.
 

Ahglock said:
I'd have the same limitless options if they had rules, only difference is, it would be easier to gauge balance since presumably it would have been play tested.
Okay, then say "There's no rules for this, and I don't think it's something you guys can do because it's lost/secret/requires a huge cabal of wizards/demons/devils." You're running the game, not your players.

By default, there's no rules for it. If having rules for it is important to you, make it up.

-O
 

Ahglock said:
I think it is cool, but the cost in both money and level for the end game one is too much IMO. You can't get a teleport anywhere ritual until you are two levels from Godhood, does not exactly scream epic too me.

I would change it in my campaign. But then again, i don't like high level stuff anyway. Around 15th i'd probably be ready to end a campaign regardless.
 

Remove ads

Top