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So, how do you keep'em from just 'porting away?
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<blockquote data-quote="Orius" data-source="post: 2507313" data-attributes="member: 8863"><p>I rip up the railroad tracks. That usually does the trick.</p><p></p><p>Seriously, I agree with all the posts here that say to anticipate teleport and work around it. I think DM dislike of the spell comes from two types of DMs: the old guard, and inexperienced DMs. With inexperienced DMs,they're simply not used to all the things PCs can and will do in an adventure. Many will learn.</p><p></p><p>With the old guard, it's trickier. Many of these guys go back to 2e, 1e or earlier, where campaigns really didn't advance much past 10th level. In the old days, it was all about hitting name level, establishing a stronghold, and getting your boatload of followers, and then retiring a few adventures later. One of the reasons for this was that only clerics and wizards had any reason to advance into the higher levels since they continued to get more spells per day. Fighters and thieves however, tended to max out their abilities around name level, and once that happened players of such characters would often get bored with the characters. When 3e came along, it retooled a lot of high-level play to give characters things to look forward to once 10 level is reached and passed.</p><p></p><p>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, and I agree that it is the easy way out. It's better to design adventures that require use of the abilities if the PC are to have any successs, because after all, they may be among the only people in the campaign world who <em>can</em> do it.</p></blockquote><p></p>
[QUOTE="Orius, post: 2507313, member: 8863"] I rip up the railroad tracks. That usually does the trick. Seriously, I agree with all the posts here that say to anticipate teleport and work around it. I think DM dislike of the spell comes from two types of DMs: the old guard, and inexperienced DMs. With inexperienced DMs,they're simply not used to all the things PCs can and will do in an adventure. Many will learn. With the old guard, it's trickier. Many of these guys go back to 2e, 1e or earlier, where campaigns really didn't advance much past 10th level. In the old days, it was all about hitting name level, establishing a stronghold, and getting your boatload of followers, and then retiring a few adventures later. One of the reasons for this was that only clerics and wizards had any reason to advance into the higher levels since they continued to get more spells per day. Fighters and thieves however, tended to max out their abilities around name level, and once that happened players of such characters would often get bored with the characters. When 3e came along, it retooled a lot of high-level play to give characters things to look forward to once 10 level is reached and passed. 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, and I agree that it is the easy way out. It's better to design adventures that require use of the abilities if the PC are to have any successs, because after all, they may be among the only people in the campaign world who [i]can[/i] do it. [/QUOTE]
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So, how do you keep'em from just 'porting away?
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