But who decides what is genre relevant? The ability for wizards to travel instantaneous has always been a part of the genre I have seen it many books I have read since I started reading fantasy when I was sixteen.
I have been playing since the 70s and I have never seen it what you are describing where every single time teleport is used to get around all those things.
It is a very easy counter use a teleport spell that has a risk involved these things were not a huge issue back in the days of 1 and 2E I didn't start hearing about it until 3E and players figuring out if they combine this and this and this they are almost unstoppable. It is the same as multiclassing on the face of it you sacrificed some power to get other things and have your character concept well in the hands of powergamers some multiclass builds are over powered. The answers for some is to ban multiclassing. My answer is to say look this concept is over powered you need to change it.
Not everyone wants to play LOTR or Conan maybe I want teleport and flying airships in my DnD.
There seems to be a lot of I don't like this in my game so I don't want it in the game at all.
I really hope the 5E has teleport in it as option I hope it has dials as well to allow the DM the choice on how to use it in their game.
Hmmm...I'm not really sure how any of this is a rejoinder to my post. The only thing I see here is the use of the term "genre relevant". However, the use of it doesn't address the thrust of my post. It asserts that the spell "Teleport" and the genre trope of "Astral Taxi Wizard" is within genre expectations as established by DnD history. That I do not dispute (nor ever have). I've consistently stated that DnD is a mashup of various (thus its incoherency) pulp fantasy elements. This broad genre emulation scope has been, historically at least, one of its main selling points to a large section of the user base (even if they did not know or were unable to articulate it). However, what it doesn't address is the narrowing of genre emulation capibilities (the thrust of my post) due to the existence of teleport (at 9th level, RAW).
- I understand that you like teleport (we wouldn't be having this discussion if you did not).
- I understand it is a DnD Legacy Issue and that to a great many (including myself), it is part and parcel of DnD.
- I agree that the genre trope of "Astral Taxi Wizard" is within genre expectations as established by DnD history.
- I understand that some (many?) have never experienced these problems either due to social contract or do to mass-levaraging of transparent, contrived conventions to neutralize the wizards capibilities or teleport-proof their climactic plot-devices.
- I understand that some (many?) do not care for the genre trope emulation capibilities within the Exploration Pillar that I outlined in my post.
However,
* Some (many?) do care for the genre trope emulation capibilities within the Exploration Pillar that I outlined in my post.
* Some (many?) have had these Exploration Pillar dynamics circumvented due the existence of Teleport (RAW).
* Some (many?) have "mass-levaraging of transparent, contrived conventions to neutralize the wizards capibilities or teleport-proof their climactic plot-devices" fatigue and/or cannot stand what it does to their games.
* Some (many?) despise saying no to their players (when they shouldn't have to) because they cannot stand artificially neutralizing their player's beloved resources (their fun), so the game doesn't break down.
Would it be unreasonable for the group outlined by - to have their teleport in the game (even core?...I don't care etiher way)?
Would it be unreasonable for the group outlined by * to also have their modified (either by level or mechanical constraints) teleport in the game (in a module?)