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So, how do you keep'em from just 'porting away?
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<blockquote data-quote="BSF" data-source="post: 2507056" data-attributes="member: 13098"><p>Felon, if you are unwilling to change the playstyle as the PCs increase in power and you are unwilling to modify spells, I really don't know how to help you here. I can think of ways to create adventures where teleport is undesirable. I can think of ways to create adventures that have the PCs being 'stalked'. But those are play style changes. </p><p></p><p>But I can still try to be helpful. </p><p></p><p>If your players rely on teleport as their method of retreat, make them use it 'early'. Create situations that require a teleport to get where the PCs need to be. Use adversaries where other high level spells will be very useful to win. This forces the PCs to manage their resources.</p><p></p><p>Look at spells that can trace a teleport, or can redirect a teleport. Have an adversary dispel the teleport as the PCs try to cast it. Be very stringent about teleport success/failure. Walking into a room, getting your butt handed to you in a matter of seconds and teleporting out barely qualifies as 'viewed once'. Especially if they didn't see the entire room when they fought. Have the BBEG use an 'environmental change' policy. If trespassers suddenly teleport away, the BBEG has the furniture in each room changed and rearranged. It's time to remodel, and to plan for an ambush. </p><p></p><p>To create a feeling of being hunted, scry the PCs and have adversaries follow them. Teleport Trace immediately after they have run away and follow them to their secret hideaway. Allow them to hear street rumors that there is a bounty out for them and then have them start being followed. Allow all sorts of folks to scry the PCs. they will fail much of the time as the PCs make saves, but knowing there are multiple people scrying can increase the level of paranoia. </p><p></p><p>These are a few things you can try to make teleport less the safety net your PCs are using it as.</p></blockquote><p></p>
[QUOTE="BSF, post: 2507056, member: 13098"] Felon, if you are unwilling to change the playstyle as the PCs increase in power and you are unwilling to modify spells, I really don't know how to help you here. I can think of ways to create adventures where teleport is undesirable. I can think of ways to create adventures that have the PCs being 'stalked'. But those are play style changes. But I can still try to be helpful. If your players rely on teleport as their method of retreat, make them use it 'early'. Create situations that require a teleport to get where the PCs need to be. Use adversaries where other high level spells will be very useful to win. This forces the PCs to manage their resources. Look at spells that can trace a teleport, or can redirect a teleport. Have an adversary dispel the teleport as the PCs try to cast it. Be very stringent about teleport success/failure. Walking into a room, getting your butt handed to you in a matter of seconds and teleporting out barely qualifies as 'viewed once'. Especially if they didn't see the entire room when they fought. Have the BBEG use an 'environmental change' policy. If trespassers suddenly teleport away, the BBEG has the furniture in each room changed and rearranged. It's time to remodel, and to plan for an ambush. To create a feeling of being hunted, scry the PCs and have adversaries follow them. Teleport Trace immediately after they have run away and follow them to their secret hideaway. Allow them to hear street rumors that there is a bounty out for them and then have them start being followed. Allow all sorts of folks to scry the PCs. they will fail much of the time as the PCs make saves, but knowing there are multiple people scrying can increase the level of paranoia. These are a few things you can try to make teleport less the safety net your PCs are using it as. [/QUOTE]
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So, how do you keep'em from just 'porting away?
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