So, how do you keep'em from just 'porting away?

I appreciate the (useful, insightful) responses. The points about needing to "bleed" spells out of players are well-taken.

WayneLigon said:
"Areas of strong physical or magical energy may make teleportation more hazardous or even impossible."

Yeah, I noticed that too. I wish it were more clear, but I guess the vagueness is meant to be helpful.

I run a FR campaign, so I suppose I should consider incorporating the underdark, since it scrambles teleportation.
 
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VirgilCaine said:
Is it just me or does no one ever think to use SCRIBE SCROLL? Personally, I would never go anywhere without an [extra] scroll of Teleport (if I had it).
Yup. My PCs always have a scroll of Teleport. I also like to have a bag of holding and a portable hole. I call them "Plan C". :cool:
 

Patryn of Elvenshae said:
There - I fixed that for ya. :p

Didn't need fixing, and you seem to be quite an incompetent repairman (or person).

"Preconceived notions"? How meaningless. It's an adventure in my campaign, so it's my notions that matter. If a poster's response fails to acknowledge the couple of explicitly-stated requirements for my planned adventure, that's useless and obtuse, much like your vapid drive-by trolling.
 
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I'm sorry, I must have missed where you said this was for a particular adventure (as in, "I've got a BBEG's sanctum that I need to prevent the PCs from 'port raiding; how do I do it?").

Oh, wait, no, I didn't miss that. You never said it.

You just complained about the fact that high-level PCs can teleport.

The first is a useful question; the second is just whining.
 

Patryn of Elvenshae said:
The first is a useful question; the second is just whining.

And what you're doing is trolling, pure and simple. Contribute something insightful or :):):):) off.
 
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Felon said:
And what you're doing is trolling, pure and simple.

Err, no, and watch your language. :)

So, what is this situation that absolutely requires that your PCs give up their teleportation ability (which, by the by, you allowed into the game in the first place) in order for it to "work"?

Perhaps with some illustration of what it is you actually want to accomplish, you can get some "better" advice.
 

Orius said:
I think DM dislike of the spell comes from two types of DMs: the old guard, and inexperienced DMs.

Well, I'd say you're selling a lot of folks short. There are also those who just don't want the campaign to be so super-over-the-top, so devoid of obstacles and hazards that make for interesting plots, that the game consists of little than the scripted hack-n'-spellfests that this Tactics in Action article is representative of.

High level play has never worked the same way as low level play in D&D, which is something that needs to be kept in mind. Nerfing spells or completely preventing their use does sort of come off as punishing players for being successful and resourcefull,

Sometimes that's true, but often it forces them to be resourceful rather than addressing every problem with a spell. It's fine to say high-level play works differently, but that doesn't mean it should work the way it tends to.

At any rate, we're not really talking about "high-level" play. 9th-levle is not high-level, relatively speaking. There's a lot more play to be had after reaching that level than there is prior to reaching it.
 

Felon said:
There are also those who just don't want the campaign to be so super-over-the-top, so devoid of obstacles and hazards that make for interesting plots, that the game consists of little than the scripted hack-n'-spellfests

Oh, right - 'cause those people who have figured out how to incorporate higher-level abilities into their games instead of feeding their players regurgitated dungeon crawls with prettier set dressing for 20 levels are the ones who are devoid of imagination.

Yes, I'm exaggerating, but so are you. :)
 

Patryn of Elvenshae said:
So, what is this situation that absolutely requires that your PCs give up their teleportation ability (which, by the by, you allowed into the game in the first place) in order for it to "work"? Perhaps with some illustration of what it is you actually want to accomplish, you can get some "better" advice.

I pretty much stated what I wanted to do. I want to make players feel like they're trapped and hunted like animals. That requires them to be confined in one area and for them to search for a means to escape.
 

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