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*Pathfinder & Starfinder
Teleportation
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<blockquote data-quote="CleverNickName" data-source="post: 5979852" data-attributes="member: 50987"><p>Teleport is a messy, messy spell that needs a lot of work.</p><p></p><p>First of all, let me say that I think the teleport spell belongs in the game. Many scenarios need it, many fantasy novels use it, and some character concepts depend on it. But the 3.X versions are broken on so many levels, it put a bad taste in my mouth. So with that in mind, I suggest 4 things:</p><p></p><p>1. Make it harder to cast. I think it should be a ritual that requires at least 5 minutes to cast, and it should require very specific material components (some soil from the area you wish to travel to, for example.) Simply scrying the area with magic should not be enough.</p><p></p><p>2. Stop the buffing. Traveling through the temporal distortion, or time-space continuum, or wormhole, whatever, should end the duration of ongoing magical effects. All buff spells should end when a creature is teleported...that's just one consequence of messing with space-time.</p><p></p><p>3. Bring back the risk. I think it should always carry at least a 5% chance for failure, no matter what your level. "Failure" should be inconvenient, even dire...but it shouldn't be lethal. I don't remember which edition of the game it was in, but back in the day there was a rule that if your teleport failed, you arrived safely, but you were d% miles away from your desired location in a random direction.</p><p></p><p>4. But don't go crazy with risk. I never cared for instant death consequences, such as "oops, you teleported into rock" or "oops, you arrive 2,000 feet above the ground." I'd much rather the party arrive in an unknown location, or without half their gear, or both...I think that would be far more interesting than "ha ha, you suck."</p><p></p><p>Any one of these things would be a step in the right direction, but to truly "fix" the teleport spell, I think all of them should be implemented in the new edition. My two coppers, anyway.</p></blockquote><p></p>
[QUOTE="CleverNickName, post: 5979852, member: 50987"] Teleport is a messy, messy spell that needs a lot of work. First of all, let me say that I think the teleport spell belongs in the game. Many scenarios need it, many fantasy novels use it, and some character concepts depend on it. But the 3.X versions are broken on so many levels, it put a bad taste in my mouth. So with that in mind, I suggest 4 things: 1. Make it harder to cast. I think it should be a ritual that requires at least 5 minutes to cast, and it should require very specific material components (some soil from the area you wish to travel to, for example.) Simply scrying the area with magic should not be enough. 2. Stop the buffing. Traveling through the temporal distortion, or time-space continuum, or wormhole, whatever, should end the duration of ongoing magical effects. All buff spells should end when a creature is teleported...that's just one consequence of messing with space-time. 3. Bring back the risk. I think it should always carry at least a 5% chance for failure, no matter what your level. "Failure" should be inconvenient, even dire...but it shouldn't be lethal. I don't remember which edition of the game it was in, but back in the day there was a rule that if your teleport failed, you arrived safely, but you were d% miles away from your desired location in a random direction. 4. But don't go crazy with risk. I never cared for instant death consequences, such as "oops, you teleported into rock" or "oops, you arrive 2,000 feet above the ground." I'd much rather the party arrive in an unknown location, or without half their gear, or both...I think that would be far more interesting than "ha ha, you suck." Any one of these things would be a step in the right direction, but to truly "fix" the teleport spell, I think all of them should be implemented in the new edition. My two coppers, anyway. [/QUOTE]
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