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<blockquote data-quote="Azrael Nightstar" data-source="post: 3675245" data-attributes="member: 50803"><p>I think your idea of limiting travel to and from is going in the right direction. I'd tweak it a bit with one of the following options:</p><p></p><p>1) Limit the PCs ability to travel. The item they use has charges and they can't expend such a precious resource just to take a nap or heal up.</p><p></p><p>2) Make frequent travel unappealing. Maybe making the transition is a rather unpleasant affair; it's painful, exhausting, or is instantaneous in "real-time" but is experienced by the traveler as a sensation of falling for an hour or more (hard to take advantage of <strong>that</strong> sort of time "advantage" <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" />)</p><p></p><p>3) Make travel risky. It probably wouldn't have to be a terribly huge risk, but the possibility that you'll go mad, lose a limb, or get spit out in a random part of the multiverse the next time you step through that portal will make you think twice about doing it willy-nilly. This one might be particularly attractive in your case if the risk is tied to how many times you've made the transition, or how frequently. If your players only go when they need to, they don't have to worry, and their Ranger friend will be just fine going 2 or 3 times (probably...) but the more they go, the worse an idea it is...</p><p></p><p>4) If you don't like these options, my suggestion for explaining why "it just can't be done" when it comes to frequent travel is that it irritates the Caretaker. Travel might be unpleasant to It, or Its just particular about Its plane, or whatever. And since It calls the shots, the PCs have to play by the Caretaker's rules if they want to hold onto their tactical advantage.</p></blockquote><p></p>
[QUOTE="Azrael Nightstar, post: 3675245, member: 50803"] I think your idea of limiting travel to and from is going in the right direction. I'd tweak it a bit with one of the following options: 1) Limit the PCs ability to travel. The item they use has charges and they can't expend such a precious resource just to take a nap or heal up. 2) Make frequent travel unappealing. Maybe making the transition is a rather unpleasant affair; it's painful, exhausting, or is instantaneous in "real-time" but is experienced by the traveler as a sensation of falling for an hour or more (hard to take advantage of [b]that[/b] sort of time "advantage" ;)) 3) Make travel risky. It probably wouldn't have to be a terribly huge risk, but the possibility that you'll go mad, lose a limb, or get spit out in a random part of the multiverse the next time you step through that portal will make you think twice about doing it willy-nilly. This one might be particularly attractive in your case if the risk is tied to how many times you've made the transition, or how frequently. If your players only go when they need to, they don't have to worry, and their Ranger friend will be just fine going 2 or 3 times (probably...) but the more they go, the worse an idea it is... 4) If you don't like these options, my suggestion for explaining why "it just can't be done" when it comes to frequent travel is that it irritates the Caretaker. Travel might be unpleasant to It, or Its just particular about Its plane, or whatever. And since It calls the shots, the PCs have to play by the Caretaker's rules if they want to hold onto their tactical advantage. [/QUOTE]
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