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So, how do you keep'em from just 'porting away?
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<blockquote data-quote="clark411" data-source="post: 2506678" data-attributes="member: 4768"><p>Were I to plan a mid-level dungeon with claustrophobia and fear in mind, I'd set up separation traps, and focus on many weaker encounters and environmental hazards. On the whole, by this point, being alone is about the only thing that adventurers are afraid of when it comes to dungeons (and with good reason). The party, individually, will have a much more frightening time handling even the most mundane obstacles, with the threat of "oh i'm gonna be dropped and dragged into a dark hole and never found and they'll never be able to raise me" bouncing through their heads. Also, "steering mid-level characters into danger" seems to translate as "having them interact with threats they might not be suited to deal with mechanically"... so it's great when you have the party cleric dealing with the room full of pit traps, or the wizard trying to bypass the golem, and the fighter tip-toe-ing past the giants. Otherwise they'll (rightfully) just shove the best guy for the job up front, and hope for the best- no extraordinary worry in that.</p><p></p><p>Mechanically, I don't have my book with me, but does <em>forbiddance</em> also work in terms of keeping wizards from teleporting out of areas, or only into areas? Wouldn't be much of a stretch to make up such a spell if not. Having magical turrets (can't recall the origin of them... Mini's Handbook?) toss Dimensional Anchors on players randomly each round in a major battle is sure to blow any hopes of escape.</p><p></p><p>A wall of force would also do fine in dealing with the party's teleport for the day. Wizard can see the other side clear as day, but can't get there without either a disintegrate or a teleport- pick yer 5th level spell and go.</p><p></p><p>Tactically, an ambush encounter (big hide skill, good environment) can easily divide a mid-level party sufficiently to cause Teleport to not be an immediately viable solution without the loss of a player. Scouts, rogues and rangers have the dubious honor of being the PCs who tend to have the Ninja Half Fiend Advanced Tauric Bulette Chokers pop out of nowhere between themselves and the party, so if the wizard ends up having to evacuate with a tear in his eye, that's their call to make. Splitting the party, and then putting major pressure on the wizard, does the trick.</p><p></p><p>Grappling also does. If you've ever had a Purple Worm treat a level 10 wizard like a lollypop, you may have seen the wizard's player sigh in relief that Teleport is Verbal Only. If you've given a purple worm the winged template, you're my kind of dm. ^_^</p><p></p><p>By the time the players start getting Teleport, it's good to inject the stereotypical archnemesis who they probably won't want to face, but has the capability to scry on them, lob Teleportation Circles of baddies to their location, and generally hound them. Although it's perhaps not claustrophobic as say, a 20x20 ft room filling with water, by the time characters get to 9th or so, it's a fine thing if they're feeling too easy to find and attack while on the Prime Material Plane. Wizards start clawing for plane shift at that point.</p><p></p><p>Really, although it might seem like a cop-out to say "as your players advance, either you deny them spells to fit what you want, or change your view to deal with mechanics" it seems that's the only advice that has any long term chances of working without rewriting the rules completely. Were we to come up with 50 ways to thwart this single spell, it'd still only work about 50 times before becoming repetitive- and is really just a round-about way of nerfing the spell anyway.</p></blockquote><p></p>
[QUOTE="clark411, post: 2506678, member: 4768"] Were I to plan a mid-level dungeon with claustrophobia and fear in mind, I'd set up separation traps, and focus on many weaker encounters and environmental hazards. On the whole, by this point, being alone is about the only thing that adventurers are afraid of when it comes to dungeons (and with good reason). The party, individually, will have a much more frightening time handling even the most mundane obstacles, with the threat of "oh i'm gonna be dropped and dragged into a dark hole and never found and they'll never be able to raise me" bouncing through their heads. Also, "steering mid-level characters into danger" seems to translate as "having them interact with threats they might not be suited to deal with mechanically"... so it's great when you have the party cleric dealing with the room full of pit traps, or the wizard trying to bypass the golem, and the fighter tip-toe-ing past the giants. Otherwise they'll (rightfully) just shove the best guy for the job up front, and hope for the best- no extraordinary worry in that. Mechanically, I don't have my book with me, but does [I]forbiddance[/I] also work in terms of keeping wizards from teleporting out of areas, or only into areas? Wouldn't be much of a stretch to make up such a spell if not. Having magical turrets (can't recall the origin of them... Mini's Handbook?) toss Dimensional Anchors on players randomly each round in a major battle is sure to blow any hopes of escape. A wall of force would also do fine in dealing with the party's teleport for the day. Wizard can see the other side clear as day, but can't get there without either a disintegrate or a teleport- pick yer 5th level spell and go. Tactically, an ambush encounter (big hide skill, good environment) can easily divide a mid-level party sufficiently to cause Teleport to not be an immediately viable solution without the loss of a player. Scouts, rogues and rangers have the dubious honor of being the PCs who tend to have the Ninja Half Fiend Advanced Tauric Bulette Chokers pop out of nowhere between themselves and the party, so if the wizard ends up having to evacuate with a tear in his eye, that's their call to make. Splitting the party, and then putting major pressure on the wizard, does the trick. Grappling also does. If you've ever had a Purple Worm treat a level 10 wizard like a lollypop, you may have seen the wizard's player sigh in relief that Teleport is Verbal Only. If you've given a purple worm the winged template, you're my kind of dm. ^_^ By the time the players start getting Teleport, it's good to inject the stereotypical archnemesis who they probably won't want to face, but has the capability to scry on them, lob Teleportation Circles of baddies to their location, and generally hound them. Although it's perhaps not claustrophobic as say, a 20x20 ft room filling with water, by the time characters get to 9th or so, it's a fine thing if they're feeling too easy to find and attack while on the Prime Material Plane. Wizards start clawing for plane shift at that point. Really, although it might seem like a cop-out to say "as your players advance, either you deny them spells to fit what you want, or change your view to deal with mechanics" it seems that's the only advice that has any long term chances of working without rewriting the rules completely. Were we to come up with 50 ways to thwart this single spell, it'd still only work about 50 times before becoming repetitive- and is really just a round-about way of nerfing the spell anyway. [/QUOTE]
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