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Community
General Tabletop Discussion
*Dungeons & Dragons
Teleport Houserule: Remove the Off-Target %distance
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<blockquote data-quote="Oofta" data-source="post: 8876081" data-attributes="member: 6801845"><p>People should do what they think is most fun and if teleporting into a nearby circle is more fun, go for it.</p><p></p><p>I just don't see what it buys. If the party is teleporting into Castle McGuffin with this rule, I have to figure out where the nearest teleportation circle is. Maybe I thought of it ahead of time, maybe I didn't. If I didn't this new rule doesn't buy me anything, I still have to come up with a new location and decide how far away it is which is no different. It would actually be more work for me because teleportation circles are fairly rare and almost always kept secret. Unless abandoned, they are always guarded.</p><p></p><p>It also limits potential future narratives that could happen in Castle McGuffin. Maybe I have the people transported to a temple a few miles away but later on I want the advisor to the king to be a secret agent who has been using a secret teleportation circle in the basement. I can't do that now.</p><p></p><p>It's just as easy to roll the dice. If I want a special location then the BBEG has set up a teleportation trap that pulls people in, or perhaps the trap is in some old ruin that's been long forgotten. The latter is actually the easier because then I can sketch out a generic location that I may never use ahead of time. Make it a location that's going to take a bit of effort to escape and it gives me time to think about where it <em>really</em> is. Since teleportation is already a higher level spell, I can create a small dungeon and have a few options of populating it.</p></blockquote><p></p>
[QUOTE="Oofta, post: 8876081, member: 6801845"] People should do what they think is most fun and if teleporting into a nearby circle is more fun, go for it. I just don't see what it buys. If the party is teleporting into Castle McGuffin with this rule, I have to figure out where the nearest teleportation circle is. Maybe I thought of it ahead of time, maybe I didn't. If I didn't this new rule doesn't buy me anything, I still have to come up with a new location and decide how far away it is which is no different. It would actually be more work for me because teleportation circles are fairly rare and almost always kept secret. Unless abandoned, they are always guarded. It also limits potential future narratives that could happen in Castle McGuffin. Maybe I have the people transported to a temple a few miles away but later on I want the advisor to the king to be a secret agent who has been using a secret teleportation circle in the basement. I can't do that now. It's just as easy to roll the dice. If I want a special location then the BBEG has set up a teleportation trap that pulls people in, or perhaps the trap is in some old ruin that's been long forgotten. The latter is actually the easier because then I can sketch out a generic location that I may never use ahead of time. Make it a location that's going to take a bit of effort to escape and it gives me time to think about where it [I]really[/I] is. Since teleportation is already a higher level spell, I can create a small dungeon and have a few options of populating it. [/QUOTE]
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General Tabletop Discussion
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Teleport Houserule: Remove the Off-Target %distance
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