Well, the party found it creative that I found a way around there being...you know, that random chance of sudden death. I didn't gleam these tricks from the 'net either, so perhaps it's also a matter of perspective. I studied my spells after using them again and again, and also had to plan which spells to save and which PCs to TP first in the ferry. Sometimes the entire party would be separated (for various reasons), and my spells allowed the in-game story to proceed without players sitting on the sidelines, for which the DM was very appreciative. Did I get +bonus xp for creative use of spells? Yessir. You might call it "cheesing it" but I call it creative rules-lawyering around the intrinsic limitations of an iconic spell. Don't forget, I'd have to have prepared several spells in advance for each TP, for a 7 player party, some of which were anti-magic bigots (paladins brainwashed that non-godly magic was always evil). What I'm saying is that finding ways around those limitations of your spells, so that when you're higher level and you can suddenly teleport without error...might exist for a reason? Imagine you have been slaving around those roll % die or else let the world burn, type decisions, and as a wizard you decide, enough is enough, I will research my next spell level as a teleport without error or spend my hard earned GP on that instead of an offensive spell...makes you really think about the realities in the game world. Those higher level spells are rare, expensive...I needed to pass 3 charisma checks AND do a quest to convince a gold dragon to grant me some spells, because the isle of wizardry's prices were astronomical and exponential in cost the higher spell levels you achieved.
I'm a smart guy (don't take my word for it), and I can tell you a more free-form spell description that's not designed with a 2d battle grid in mind with an "encounter" i.e. 5 minute max duration chunk of narrative time, to be immensely creative. Not even exponentially so, but astronomically so. It is akin to the difference between playing a 2D fighting game with 4 buttons (despite its theoretically infinite variations), to a real martial arts tournement. Let's not kid ourselves here, certain rulesets limit the scope and breadth of the game world, and others less so. Free-form spell descriptions that have no arbitrary "this is an enemy and this is a "creature" type limitations are crud. How the heck would a fireball know that it's burninating a creature or a stack of books!!!!! in 4e, yes we did have many DMs who would rule by RAW that your powers could "melt" a dragon but not turn a candle on. And my dragonborn's acid breath couldn't melt a lock, no matter how many 5 minute breaks he took. It's not acid...don't call it acid. Call is "fake-nium". Words mean things. Acid is not a keyword. It melts metal. Period. Players expect it to. When you run headlong into the rules again and again and it kills your sense of fun, and instead of rewards you for creative use of your powers or spells, but penalizes you...
== fail.
The list of amazingly fun and creative things I've done over the years once that 3rd, or 4th dimension -- is thrown in...is long. I just want a D&D in 2013 that's creatively less restrictive and frustrating than they came up with 40 years ago (despite all its flaws).
I'm a smart guy (don't take my word for it), and I can tell you a more free-form spell description that's not designed with a 2d battle grid in mind with an "encounter" i.e. 5 minute max duration chunk of narrative time, to be immensely creative. Not even exponentially so, but astronomically so. It is akin to the difference between playing a 2D fighting game with 4 buttons (despite its theoretically infinite variations), to a real martial arts tournement. Let's not kid ourselves here, certain rulesets limit the scope and breadth of the game world, and others less so. Free-form spell descriptions that have no arbitrary "this is an enemy and this is a "creature" type limitations are crud. How the heck would a fireball know that it's burninating a creature or a stack of books!!!!! in 4e, yes we did have many DMs who would rule by RAW that your powers could "melt" a dragon but not turn a candle on. And my dragonborn's acid breath couldn't melt a lock, no matter how many 5 minute breaks he took. It's not acid...don't call it acid. Call is "fake-nium". Words mean things. Acid is not a keyword. It melts metal. Period. Players expect it to. When you run headlong into the rules again and again and it kills your sense of fun, and instead of rewards you for creative use of your powers or spells, but penalizes you...
== fail.
The list of amazingly fun and creative things I've done over the years once that 3rd, or 4th dimension -- is thrown in...is long. I just want a D&D in 2013 that's creatively less restrictive and frustrating than they came up with 40 years ago (despite all its flaws).