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Teleportation at level 1
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<blockquote data-quote="marelion" data-source="post: 5637627" data-attributes="member: 6679828"><p>Well, so you do have someone with teleportation abilities in your party...But who says the guards do not have any teleportation abilities of their own? <img src="http://www.enworld.org/forum/images/smilies/devil.png" class="smilie" loading="lazy" alt=":devil:" title="Devil :devil:" data-shortname=":devil:" /></p><p></p><p>Give your player`s a taste of their own medicine if you do not wish for one lvl. 1 encounter power to streamline your game session. Give your players a chance to reckognize the pointed ears of that slender guard below the full helmet and let them deceide what to make of that. You don`t look for countermeasures simply to frustrate your players but to create a <em>credible</em> environment. And in a world of fantasy where there are several races like Shardminds and Eladrin who posess innate teleportation abilities regardless of their level of training it would stretch my personal suspension of disbelief quite a bit too far that nobody could have spent a thought on teleporting prisoners looking for a quick escape.</p><p></p><p>Give your players a chance to find out who the teleporting guards are and let them come up with a plan how to make sure these people don`t get in their way. Let them play the good, old `sick prisoner`game to lure the guard into their cell. Be fair and square and come up with teleportation-countermeasures you as a DM feel confident your party will be able to overcome if they spend some time thinking about a good plan.</p><p></p><p>You could turn the whole thing into a skill challenge where each member of your group should be able to contribute. That way you make sure the other players don`t feel underpowered when they see their ally`s first teleport in motion. Being able to teleport sure often carries the day for you but it should never feel like the`I win`-button. And it defintely should not be the end to a prison-break.</p></blockquote><p></p>
[QUOTE="marelion, post: 5637627, member: 6679828"] Well, so you do have someone with teleportation abilities in your party...But who says the guards do not have any teleportation abilities of their own? :devil: Give your player`s a taste of their own medicine if you do not wish for one lvl. 1 encounter power to streamline your game session. Give your players a chance to reckognize the pointed ears of that slender guard below the full helmet and let them deceide what to make of that. You don`t look for countermeasures simply to frustrate your players but to create a [I]credible[/I] environment. And in a world of fantasy where there are several races like Shardminds and Eladrin who posess innate teleportation abilities regardless of their level of training it would stretch my personal suspension of disbelief quite a bit too far that nobody could have spent a thought on teleporting prisoners looking for a quick escape. Give your players a chance to find out who the teleporting guards are and let them come up with a plan how to make sure these people don`t get in their way. Let them play the good, old `sick prisoner`game to lure the guard into their cell. Be fair and square and come up with teleportation-countermeasures you as a DM feel confident your party will be able to overcome if they spend some time thinking about a good plan. You could turn the whole thing into a skill challenge where each member of your group should be able to contribute. That way you make sure the other players don`t feel underpowered when they see their ally`s first teleport in motion. Being able to teleport sure often carries the day for you but it should never feel like the`I win`-button. And it defintely should not be the end to a prison-break. [/QUOTE]
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Teleportation at level 1
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