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More powerful spells at first level?
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<blockquote data-quote="osarusan" data-source="post: 2296195" data-attributes="member: 13950"><p>Well, requiring discriminating is not all that helpful, because the caster can easily just cast the spell on every party member instead, and then they all can teleport.</p><p></p><p>And like I said, I don't really want to impose more house rules or cripple the spells for the players. But what would be a good defense against this for a castle/dungeon/etc. so the PC's can't do this in every instance.</p><p></p><p>For example, if a keep has windows or even arrow slits, the players will know there is a hollow space beyond and can pretty much safely teleport in to them. There still is an INT check, and that is enough to deter the players from doing this for minor things... but when first entering a dungeon, who *wouldn't* want to get a good head start and teleport in if the option is available to them?</p><p></p><p>But as far as I can see, there's no way to "teleport-proof" a place. This argument comes up in standard D&D, but the rationale is usually that teleport is a high enough level spell that there aren't too many wizards who can cast it enough to bring a whole party into a dungeon/castle/keep and mess things up.</p><p></p><p>However, allowing even level 1 characters to easily bypass a castle wall (move space 0/gen 1) seems to be a bit unbalancing to me. True, it's not as useful once *in* the dungeon, as tunnels twist and turn... but for breaking and entering buildings, and finding alternate ways into dungeons, my players have really been starting to press the rules. I've managed to prevent them from completely throwing me out of my plans thanks to some quick thinking, but it certainly scared me... and I want to be better prepared in the future should characters try to do this again.</p><p></p><p>I really don't want to "beat the players" here, or nerf a spell that can be really fun... but I'm looking for some kind of countermeasure that can be used... afterall, if every lvl 1 wizard can potentially zip in and out of any building/dungeon/house/you-name-it on the planet, there must be some way to counterbalance this??</p><p></p><p>I guess if nobody can think of anything, I'll make some sort of house rule... but I'd rather find a way to defeat this problem using the rules, rather than making up a new one.</p><p></p><p></p><p></p><p>Btw, the game went well <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":-)" title="Smile :-)" data-smilie="1"data-shortname=":-)" /> thanks. I convinced them to use the front entrance to the dungeon by putting mysterious archer-looking figures in the windows (phew!) and plans were not ruined... Sorry for being a little to wordy with this post, but I just gamed for 12 hours straight. ;-)</p></blockquote><p></p>
[QUOTE="osarusan, post: 2296195, member: 13950"] Well, requiring discriminating is not all that helpful, because the caster can easily just cast the spell on every party member instead, and then they all can teleport. And like I said, I don't really want to impose more house rules or cripple the spells for the players. But what would be a good defense against this for a castle/dungeon/etc. so the PC's can't do this in every instance. For example, if a keep has windows or even arrow slits, the players will know there is a hollow space beyond and can pretty much safely teleport in to them. There still is an INT check, and that is enough to deter the players from doing this for minor things... but when first entering a dungeon, who *wouldn't* want to get a good head start and teleport in if the option is available to them? But as far as I can see, there's no way to "teleport-proof" a place. This argument comes up in standard D&D, but the rationale is usually that teleport is a high enough level spell that there aren't too many wizards who can cast it enough to bring a whole party into a dungeon/castle/keep and mess things up. However, allowing even level 1 characters to easily bypass a castle wall (move space 0/gen 1) seems to be a bit unbalancing to me. True, it's not as useful once *in* the dungeon, as tunnels twist and turn... but for breaking and entering buildings, and finding alternate ways into dungeons, my players have really been starting to press the rules. I've managed to prevent them from completely throwing me out of my plans thanks to some quick thinking, but it certainly scared me... and I want to be better prepared in the future should characters try to do this again. I really don't want to "beat the players" here, or nerf a spell that can be really fun... but I'm looking for some kind of countermeasure that can be used... afterall, if every lvl 1 wizard can potentially zip in and out of any building/dungeon/house/you-name-it on the planet, there must be some way to counterbalance this?? I guess if nobody can think of anything, I'll make some sort of house rule... but I'd rather find a way to defeat this problem using the rules, rather than making up a new one. Btw, the game went well :-) thanks. I convinced them to use the front entrance to the dungeon by putting mysterious archer-looking figures in the windows (phew!) and plans were not ruined... Sorry for being a little to wordy with this post, but I just gamed for 12 hours straight. ;-) [/QUOTE]
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