My campaign has reached a new, exciting level.

Quasqueton

First Post
The PCs in my campaign can now teleport. The PC wizard just scribed the spell in his spell book. They immediately used it to teleport to a secret spot he had previously studied carefully for an hour, pulled off a very dangerous hit and run attack on a BBEG, and teleported back out.

I've been a DM for nearly two decades, and this is the first time ever that I have had a party who could teleport. I feel like I've graduated to a new level of gaming now. It's kind of exciting. Unfortunately (for the party of 6 PCs), the wizard can't take everyone with him (9th level = him and 3 others).

Quasqueton
 

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I know how you feel... My PCs do still prefer Wind Walk.

The biggest change for me was scrying though. 4 of the PCs can cast it and they do it all the time... Watching TV ;)
 
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Heh. You can tell them they're now sitting at the big table. :)

Teleport, of course, has some serious limitations on it, if enforced. It allows for a lot of interesting things to happen, good and bad, but is just another stage in the game's evolution. Personally, I would make sure you know the spell backwards and forwards, so that your BBEG's are prepared for the famed B-S-T cycle. :)
 

Teleport is an interesting spell.

There are a few problems though when you start getting up to that level of power. For example, if I'm a major power player and I hear about another power getting taken out commando style, I'd return the favor. It's one of the strains of having high magic in the campaign.
 

WizarDru said:
Personally, I would make sure you know the spell backwards and forwards, so that your BBEG's are prepared for the famed B-S-T cycle. :)

Private Sanctums (permanancy optional) are your friend to reduce the power of that tactic. Of course, they'll just teleport outside the base and walk in from there, but at least it buys the target some time to prepare, escape or otherwise react.
 

Personally, I would make sure you know the spell backwards and forwards, so that your BBEG's are prepared for the famed B-S-T cycle.
I don't want to sound too harsh, but have you read the spells? How does a group pull off the B-S-T combo? Scrying has a casting time of 1 hour, a cumbersome (at best) focus, gives a Will save, and 1 min/level duration. Teleport can be seriously inaccurate, even dangerous, without familiarity of the target location. And the most common and powerful buffs have very limited durations.

Quasqueton
 



I'd have a group of adventurers do the same thing to them, every time they used teleport in that manner. And of course, the bad guys wouldn' bother teleporting any of their treasure with them either :)

Teleport is kind of cheesy used for hit and run tactics. It makes figuring out how to get to the bad kind kind of pointless, and where's the satisfaction in that?
 

Actually, there's a lot of satisfaction in a well-executed hit-and-run, welby. Nothing makes characters feel as cool as identifying their objective, then going directly to it, accomplishing it, and getting out cleanly. Hard work and perseverance can make a victory sweet, sure, but there's a special kind of sweetness that you only get from a perfect hit-and-run.

And from a GM's perspective, there's a lot of fun to be had in finding ways to complicate a standard scry-buff-teleport assault. No more messing around with placing mooks and low-threat obstacles, no more worrying about how your BBEG's resources were diverted, drained, or destroyed before the big fight. Just prep and plan for one big, no-holds-barred blowout, and see if the PCs are clever enough to prevail anyway.


The wizard I play in our soon-to-end Scarred Lands campaign got Teleport fairly recently, so we've messed around with trying hit and runs. The most recent one (hitting a Calastian prisoner caravan) was classic, and at the end of the session we were all pretty solidly convinced that we were, at least for the moment, The Coolest People on Ghelspad.

It also helped wash the taste of our previous hit-and-run debacle out of our mouths. That was kind of a low-rent operation (locate object + clairvoyance + dimension door), and while we got what we went in for, it came at a price. The targets managed to get enough warning to prepare a decent reception for us, which was pretty much all our fault. As a result, they prepped the room we came into with invisibility purges and a stack of dispel magic scrolls. And then I made a couple of insanely bad spellcasting choices (casting easily-identifiable signature spells, putting a wall spell up in the wrong place, screwing around with Knock when I should've just dispelled the Dimensional Anchor they slapped on the box with the goodies and run away) on top of that. That was pretty fun, too, as the occasional SNAFU tends to be, but it also made us feel like a party full of screwups and ended up with us getting marked for some serious retribution.

And y'know, at least half of the time I'd be more than willing to trade the arduous journey of figuring out how to get to the bad guy for a hit-and-run of either the "flawless victory" or "insanely bungled" variety. Like Quasqueton's group, this is the first time we've played at a level where we can teleport around, and it's a total blast figuring out how we can best use that ability.

--
it also makes it easier for us to make travel deadlines
ryan
 

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