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*Pathfinder & Starfinder
Teleportation
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<blockquote data-quote="Lanefan" data-source="post: 5979719" data-attributes="member: 29398"><p>I don't mind teleport provided there's some limits and-or drawbacks. In a campaign where you want to have different settings (far north, desert, jungle, temperate, etc.) and don't feel like spending ages of in-game time in travel, teleport or similar is the answer.</p><p></p><p>First and most important limit to prevent scry-teleport-X is to make it that the caster can only teleport herself and what she is actually carrying, to a hard weight limit that increases (a bit) with each caster level. In other words, you can't teleport a horse unless you can find a way to somehow make it weigh a lot less and then pick it up and carry it; but you can teleport another person along with you provided they're riding piggy-back.</p><p></p><p>Second is to keep the risk of failure, with a smaller but still possible risk of catastrophic failure e.g. arrive in solid rock.</p><p></p><p>Third, there need to be some items in the game that can defend a lair/home/temple/etc. against anyone arriving by non-physical means.</p><p></p><p>The first two above can be beaten by use of a permanent teleport gate, circle, or device - but these can't be built by field adventuring parties. Having these available for city-to-city travel (at significant cost, of course) really helps at mid-high level: the players can get on with it, and the DM doesn't have to run weeks of overland or sea travel - again.</p><p></p><p>Lan-"using two planeshifts as a Clerical teleport is a whole other breed of rules-messy"-efan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 5979719, member: 29398"] I don't mind teleport provided there's some limits and-or drawbacks. In a campaign where you want to have different settings (far north, desert, jungle, temperate, etc.) and don't feel like spending ages of in-game time in travel, teleport or similar is the answer. First and most important limit to prevent scry-teleport-X is to make it that the caster can only teleport herself and what she is actually carrying, to a hard weight limit that increases (a bit) with each caster level. In other words, you can't teleport a horse unless you can find a way to somehow make it weigh a lot less and then pick it up and carry it; but you can teleport another person along with you provided they're riding piggy-back. Second is to keep the risk of failure, with a smaller but still possible risk of catastrophic failure e.g. arrive in solid rock. Third, there need to be some items in the game that can defend a lair/home/temple/etc. against anyone arriving by non-physical means. The first two above can be beaten by use of a permanent teleport gate, circle, or device - but these can't be built by field adventuring parties. Having these available for city-to-city travel (at significant cost, of course) really helps at mid-high level: the players can get on with it, and the DM doesn't have to run weeks of overland or sea travel - again. Lan-"using two planeshifts as a Clerical teleport is a whole other breed of rules-messy"-efan [/QUOTE]
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