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So, how do you keep'em from just 'porting away?
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<blockquote data-quote="I'm A Banana" data-source="post: 2507532" data-attributes="member: 2067"><p>Glad to see you've got the answer you need. The FR Underdark's "areas of high physical or magical power" indeed were pretty much made to make Teleporting in and out something that is removed. Kind of designer fiat instead of DM fiat. <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></p><p>Well, many of the examples here have focused on how the adventure isn't nessecarily over just because they're in their most fortified sanctums. Pro-active villains turn the PC's home ground into the place the adventure occurs. When running home brings the bad guys with you, running home isn't always the best tactic, and it can definately make the PC's feel hunted, trapped, and paranoid.</p><p></p><p>Teleport is one way that the wizard gets a chance to shine. It's one of the ways that the wizard controlls the battlefield, and goes to war on his own terms, not the enemy's. </p><p></p><p>At about 10th level, D&D does change from PC's getting into trouble, to trouble coming to look for PC's. Teleport is one among many factors that lead into that. It's why some DM's and players don't like high level D&D. That's where games like Grim Tales can step in, or why some DM's do just play low-level D&D (and do it happily). There is a noticable shift in tone. Keeping the same tone is pretty impossible to do without nerfing a lot of the signature abilities of higher-level D&D.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 2507532, member: 2067"] Glad to see you've got the answer you need. The FR Underdark's "areas of high physical or magical power" indeed were pretty much made to make Teleporting in and out something that is removed. Kind of designer fiat instead of DM fiat. :) Well, many of the examples here have focused on how the adventure isn't nessecarily over just because they're in their most fortified sanctums. Pro-active villains turn the PC's home ground into the place the adventure occurs. When running home brings the bad guys with you, running home isn't always the best tactic, and it can definately make the PC's feel hunted, trapped, and paranoid. Teleport is one way that the wizard gets a chance to shine. It's one of the ways that the wizard controlls the battlefield, and goes to war on his own terms, not the enemy's. At about 10th level, D&D does change from PC's getting into trouble, to trouble coming to look for PC's. Teleport is one among many factors that lead into that. It's why some DM's and players don't like high level D&D. That's where games like Grim Tales can step in, or why some DM's do just play low-level D&D (and do it happily). There is a noticable shift in tone. Keeping the same tone is pretty impossible to do without nerfing a lot of the signature abilities of higher-level D&D. [/QUOTE]
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So, how do you keep'em from just 'porting away?
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