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So, how do you keep'em from just 'porting away?
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<blockquote data-quote="Jolly Giant" data-source="post: 2506634" data-attributes="member: 5278"><p>My advise would be that if the PCs can cast Teleport, start using a different sort of plot! What works for a low-level campaign, doesn't neccessarily work for a mid/high-level campaign. Once the party reaches level 10 (roughly), you need to change gear a little. A lot of what used to be challenges are now just a matter of having prepared the right spell.</p><p></p><p>This is a good thing, IMO. If a campaign starts at level 1 and lasts long enouch to reach into two digit-levels, I think it needs to change style at least once or twice along the way. It can easily get repetitive and boring if it doesn't.</p><p></p><p>It seems to me that when I see a post where a DM complains about D&D not being fun/cool/whatever at higher levels, that DM is (in most cases) trying to run his/her campaign using pretty much the same plot elements as he/she would use for a lower level campaign. Which just doesn't work... :\ </p><p></p><p>I'm not saying YOU do that (I see your point about wanting a claustrophobic feel), I'm just reminding you (and any other DMs) about the need to make campaigns a little differently for high-level characters. Simply because it's good advice, IMHO. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> </p><p></p><p></p><p>PS. Monte's BoEM (1 or 2, but I think it was 1) had a couple of cool ways for the DM to surprise PCs that like to Teleport out of trouble. Spells like Teleport Tracer and Teleport Redirect... <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=";)" /> Teleport Redirect is also an excellent way of stopping the old scry/buff/teleport routine!</p></blockquote><p></p>
[QUOTE="Jolly Giant, post: 2506634, member: 5278"] My advise would be that if the PCs can cast Teleport, start using a different sort of plot! What works for a low-level campaign, doesn't neccessarily work for a mid/high-level campaign. Once the party reaches level 10 (roughly), you need to change gear a little. A lot of what used to be challenges are now just a matter of having prepared the right spell. This is a good thing, IMO. If a campaign starts at level 1 and lasts long enouch to reach into two digit-levels, I think it needs to change style at least once or twice along the way. It can easily get repetitive and boring if it doesn't. It seems to me that when I see a post where a DM complains about D&D not being fun/cool/whatever at higher levels, that DM is (in most cases) trying to run his/her campaign using pretty much the same plot elements as he/she would use for a lower level campaign. Which just doesn't work... :\ I'm not saying YOU do that (I see your point about wanting a claustrophobic feel), I'm just reminding you (and any other DMs) about the need to make campaigns a little differently for high-level characters. Simply because it's good advice, IMHO. :) PS. Monte's BoEM (1 or 2, but I think it was 1) had a couple of cool ways for the DM to surprise PCs that like to Teleport out of trouble. Spells like Teleport Tracer and Teleport Redirect... ;) Teleport Redirect is also an excellent way of stopping the old scry/buff/teleport routine! [/QUOTE]
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So, how do you keep'em from just 'porting away?
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