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Porting of the Tele kind
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<blockquote data-quote="ruleslawyer" data-source="post: 1410692" data-attributes="member: 1757"><p>How about "yes and no" for an answer?</p><p></p><p>I've never considered the use of teleport a problem vis-a-vis the convenience angle; you're a 17th-level wizard who wants to be able to pop into a store halfway across Faerun to buy your material spell components, no problem! Where I do consider it a problem is in its ubiquity. After DM-ing for a few years with high-level PCs, it became extremely contrived-sounding to have to impose blocks to teleportation in order to explain why it wasn't being used in a radically-increased number of situations. F'rex, there's no reason why a campaign with even one or two 17th-level wizards around with any bent for a quick coin will not have teleportation circles all over the place; this creates not only difficulties explaining why teleport isn't always used for small package transfer, but also creates massive security holes and necessitates the creation of teleportation ward-type defenses for every city and stronghold with a reasonable infrastructure behind it. Sorta silly. </p><p></p><p>IMC, I've made teleport slightly rarer by boosting the level; teleport is now 7th level, with greater teleport at 9th level. The teleportation circle ability is now only accessible through the Craft Portal item creation feat (FR), which I've made an epic feat. What this does is brought into regular use some of the (IMHO) more colorful high-level transportation magics (shadow walk, wind walk, transport via plants, etc.) and provided me with an in-campaign explanation for why teleportation (and anti-teleport wards) are at least <em>slightly</em> less common.</p><p></p><p>However, as Pcat said, you really do want to try to script high-level adventures so that use of the PCs' high-level abilities (like teleport) becomes a <em>requirement</em> rather than a stumbling block to your design. Many high-level adventures are, for example, set in environments with no safe resting places and no supply lines; teleportation becomes a must if the PCs are to survive for longer than a few encounters in such settings.</p></blockquote><p></p>
[QUOTE="ruleslawyer, post: 1410692, member: 1757"] How about "yes and no" for an answer? I've never considered the use of teleport a problem vis-a-vis the convenience angle; you're a 17th-level wizard who wants to be able to pop into a store halfway across Faerun to buy your material spell components, no problem! Where I do consider it a problem is in its ubiquity. After DM-ing for a few years with high-level PCs, it became extremely contrived-sounding to have to impose blocks to teleportation in order to explain why it wasn't being used in a radically-increased number of situations. F'rex, there's no reason why a campaign with even one or two 17th-level wizards around with any bent for a quick coin will not have teleportation circles all over the place; this creates not only difficulties explaining why teleport isn't always used for small package transfer, but also creates massive security holes and necessitates the creation of teleportation ward-type defenses for every city and stronghold with a reasonable infrastructure behind it. Sorta silly. IMC, I've made teleport slightly rarer by boosting the level; teleport is now 7th level, with greater teleport at 9th level. The teleportation circle ability is now only accessible through the Craft Portal item creation feat (FR), which I've made an epic feat. What this does is brought into regular use some of the (IMHO) more colorful high-level transportation magics (shadow walk, wind walk, transport via plants, etc.) and provided me with an in-campaign explanation for why teleportation (and anti-teleport wards) are at least [i]slightly[/i] less common. However, as Pcat said, you really do want to try to script high-level adventures so that use of the PCs' high-level abilities (like teleport) becomes a [i]requirement[/i] rather than a stumbling block to your design. Many high-level adventures are, for example, set in environments with no safe resting places and no supply lines; teleportation becomes a must if the PCs are to survive for longer than a few encounters in such settings. [/QUOTE]
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