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Teleport /fly /misty step the bane of cool dungeon design is RAW in 5E
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<blockquote data-quote="Oofta" data-source="post: 7223169" data-attributes="member: 6801845"><p>Dimensional shackles will stop someone from all types of teleportation.</p><p></p><p></p><p></p><p>Blindfold them. Or dimensional shackles.</p><p></p><p></p><p></p><p>As far as teleporting onto the back of a dragon, the teleportation is not the issue, it's holding on to a pissed off dragon that becomes problematic. I treat it similar to a grapple check or fall off. Of course the question becomes - is the dragon in shadow? How is the paladin teleporting up there? I simply rule that shadows have to be pretty distinct to use shadow step. It happens frequently, but it take something more than a passing cloud.</p><p></p><p>Something else I do is simply say that there is other magic that is preventing dimensional travel. This can just be some magic not available to PCs. Other options are spells such as Forbiddance or Hallow.</p><p></p><p>A different trick is to have a "teleportation trap". Go to teleport? You need to make some kind of check (usually Arcana, although I'd allow a wisdom check for monks, etc) or you are sucked into the deepest darkest dungeon. </p><p></p><p>The spells available to players is not the sum total of magic or magical effects in my campaigns and the players know it. I don't abuse it, but since I want castles (for example) to be powerful fortifications I don't want them to be as easy to circumvent as teleporting into the main keep because you had a spy pick up a piece of straw from the floor.</p><p></p><p>I also give people warnings when it could be dangerous, either rumors or "something just doesn't feel right" and so on.</p><p></p><p>I once stole an idea from a movie (X-Men?) that the person that was constantly doing short distance teleports was attracting unwanted attention, and in a particular location it was dangerous to continue to do so. He ignored the warning and had to fight a "grue".</p><p></p><p>But be careful. You don't want to take away all their toys, so use sparingly.</p></blockquote><p></p>
[QUOTE="Oofta, post: 7223169, member: 6801845"] Dimensional shackles will stop someone from all types of teleportation. Blindfold them. Or dimensional shackles. As far as teleporting onto the back of a dragon, the teleportation is not the issue, it's holding on to a pissed off dragon that becomes problematic. I treat it similar to a grapple check or fall off. Of course the question becomes - is the dragon in shadow? How is the paladin teleporting up there? I simply rule that shadows have to be pretty distinct to use shadow step. It happens frequently, but it take something more than a passing cloud. Something else I do is simply say that there is other magic that is preventing dimensional travel. This can just be some magic not available to PCs. Other options are spells such as Forbiddance or Hallow. A different trick is to have a "teleportation trap". Go to teleport? You need to make some kind of check (usually Arcana, although I'd allow a wisdom check for monks, etc) or you are sucked into the deepest darkest dungeon. The spells available to players is not the sum total of magic or magical effects in my campaigns and the players know it. I don't abuse it, but since I want castles (for example) to be powerful fortifications I don't want them to be as easy to circumvent as teleporting into the main keep because you had a spy pick up a piece of straw from the floor. I also give people warnings when it could be dangerous, either rumors or "something just doesn't feel right" and so on. I once stole an idea from a movie (X-Men?) that the person that was constantly doing short distance teleports was attracting unwanted attention, and in a particular location it was dangerous to continue to do so. He ignored the warning and had to fight a "grue". But be careful. You don't want to take away all their toys, so use sparingly. [/QUOTE]
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Teleport /fly /misty step the bane of cool dungeon design is RAW in 5E
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