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Teleport Idea
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<blockquote data-quote="Piratecat" data-source="post: 6097424" data-attributes="member: 2"><p>That wasn't meant as a personal shot; my apologies if that's how it came across. My point is that there's lots of ripple effects on the default assumptions within D&D, and they get bigger the more the spell is changed. </p><p></p><p>For instance, let's say there's a 24 hour cool down on the spell. What happens if you have two wizards in the party? Are you okay knowing that no spontaneous caster (like a sorcerer) would spend a precious spell-slot on teleport? What happens when the party is too large to move with just one teleport? And it definitely doesn't stop scry-buff-teleport ambushes; it just makes it harder to escape from them. And heck, if you have plane shift or teleport without error, you can still get in and get out. This restriction feels a little (okay, a lot) meta-gamey to me.</p><p></p><p>The concept of "hyperspace" being a dangerous place is also a little problematic. Usually when heroes teleport, you have them focused on the plot and gleefully charging forward to accomplish something. Every teleport then becomes a distracting side adventure or a hand-waved "everything's fine," and that latter one defeats the purpose of the restriction. And hey, D&D characters love danger. My group would probably be teleporting constantly just to explore the aether.</p><p></p><p>(I like the idea of sickened for X number of minutes, though. I can see coming out of a teleport and puking up your guts.)</p><p></p><p>Like anyone, I like to ask myself "what do I want to accomplish with a rules change?" Then I find the simplest solution with the fewest ramifications to the fiction, the world, and other rules. And of course, there's a big difference between building a world around a teleport cooldown (which is kind of cool) and instituting one when the PCs hit higher levels.</p><p></p><p>I may be biased, though. I love both teleport and divination spells. They consistently only make my games better.</p></blockquote><p></p>
[QUOTE="Piratecat, post: 6097424, member: 2"] That wasn't meant as a personal shot; my apologies if that's how it came across. My point is that there's lots of ripple effects on the default assumptions within D&D, and they get bigger the more the spell is changed. For instance, let's say there's a 24 hour cool down on the spell. What happens if you have two wizards in the party? Are you okay knowing that no spontaneous caster (like a sorcerer) would spend a precious spell-slot on teleport? What happens when the party is too large to move with just one teleport? And it definitely doesn't stop scry-buff-teleport ambushes; it just makes it harder to escape from them. And heck, if you have plane shift or teleport without error, you can still get in and get out. This restriction feels a little (okay, a lot) meta-gamey to me. The concept of "hyperspace" being a dangerous place is also a little problematic. Usually when heroes teleport, you have them focused on the plot and gleefully charging forward to accomplish something. Every teleport then becomes a distracting side adventure or a hand-waved "everything's fine," and that latter one defeats the purpose of the restriction. And hey, D&D characters love danger. My group would probably be teleporting constantly just to explore the aether. (I like the idea of sickened for X number of minutes, though. I can see coming out of a teleport and puking up your guts.) Like anyone, I like to ask myself "what do I want to accomplish with a rules change?" Then I find the simplest solution with the fewest ramifications to the fiction, the world, and other rules. And of course, there's a big difference between building a world around a teleport cooldown (which is kind of cool) and instituting one when the PCs hit higher levels. I may be biased, though. I love both teleport and divination spells. They consistently only make my games better. [/QUOTE]
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