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*Dungeons & Dragons
Teleport /fly /misty step the bane of cool dungeon design is RAW in 5E
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<blockquote data-quote="Ketser" data-source="post: 7225041" data-attributes="member: 66805"><p>To be honest, while 1st level shorty range teleportation might be too early, then already at 3rd level you have ton of other spells to deal with a large number of normal obstacles... levitate, spider climb, feather fall and a lot others, many of which have been available at that that spell level for a long time. So in many ways i feel the issue for people is that its a teleportation effect. In many ways the whole discussion feels more like a matter of setting/theme/style, not dungeon design.</p><p></p><p>And lets be honest, im not here to argue about the latter preferences, the thread is about dungeon design.</p><p></p><p>As a DM you need to always adapt your dungeons and encounters to your players and their character's abilities. If they have access to a lot of short range teleportation, then make it a part of puzzles and explorations. Instead of "ruining it," they become a part of interesting experience.</p><p></p><p>I agree with Mephista, a lot of early teleportation is impacted by limited spellcasting resources. Your third level wizard might have no longer any 2nd level spell slots when they get to that obstacle or might lack a necessary spell later. A lot of whining about player characters being too strong or having too many resources is born from just throwing too few encounters and obstacles at them.</p></blockquote><p></p>
[QUOTE="Ketser, post: 7225041, member: 66805"] To be honest, while 1st level shorty range teleportation might be too early, then already at 3rd level you have ton of other spells to deal with a large number of normal obstacles... levitate, spider climb, feather fall and a lot others, many of which have been available at that that spell level for a long time. So in many ways i feel the issue for people is that its a teleportation effect. In many ways the whole discussion feels more like a matter of setting/theme/style, not dungeon design. And lets be honest, im not here to argue about the latter preferences, the thread is about dungeon design. As a DM you need to always adapt your dungeons and encounters to your players and their character's abilities. If they have access to a lot of short range teleportation, then make it a part of puzzles and explorations. Instead of "ruining it," they become a part of interesting experience. I agree with Mephista, a lot of early teleportation is impacted by limited spellcasting resources. Your third level wizard might have no longer any 2nd level spell slots when they get to that obstacle or might lack a necessary spell later. A lot of whining about player characters being too strong or having too many resources is born from just throwing too few encounters and obstacles at them. [/QUOTE]
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Teleport /fly /misty step the bane of cool dungeon design is RAW in 5E
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