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Teleportation
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<blockquote data-quote="ferratus" data-source="post: 5980534" data-attributes="member: 55966"><p>If the teleport spell only worked to bring you within 5 miles of your target destination all the time (rather than randomly) then it is a much better spell. You don't have the problems of scry-buff-teleport, and it actually works with the flavour text you have there. Also, if the spell is only designed to bring you close to your destination, you can use it for escape, to cut down travel time, while strongholds still make sense. Plus, linked portals and gates still have a purpose as well.</p><p></p><p></p><p></p><p>Sure, but linked portals work very well for that. You don't need the teleport spell to do those things.</p><p></p><p></p><p></p><p>I hear that, but unless you are part of the OSR, you are pretty much out of luck. You might get a few side-supplements but it isn't the consensus among players and DM's in the new school that higher level games involve power and statecraft. That's all I want to do though. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f641.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":(" title="Frown :(" data-smilie="3"data-shortname=":(" /></p><p></p><p></p><p></p><p>Yeah, but each of those options is more fun than teleport, plus proves that we don't need something as powerful and game-breaking as teleport to do the same job.</p><p></p><p></p><p></p><p>That solution really bothers me. Basically, it means that there is no reason to learn the cool spells because the DM is just going to make it impossible to use them. If you are going to make a spell available, don't make it so overpowered that it breaks the game unless there is an anti-spell that shuts it down.</p><p></p><p>That's why I like linked portals. You have cool teleportation, and you have no need for anti-teleport wards for evil lairs to make sense. </p><p></p><p></p><p></p><p>Linked portals aren't low magic. They just don't have the problems of the teleport spell. Nobody is trying to make a low magic game here.</p></blockquote><p></p>
[QUOTE="ferratus, post: 5980534, member: 55966"] If the teleport spell only worked to bring you within 5 miles of your target destination all the time (rather than randomly) then it is a much better spell. You don't have the problems of scry-buff-teleport, and it actually works with the flavour text you have there. Also, if the spell is only designed to bring you close to your destination, you can use it for escape, to cut down travel time, while strongholds still make sense. Plus, linked portals and gates still have a purpose as well. Sure, but linked portals work very well for that. You don't need the teleport spell to do those things. I hear that, but unless you are part of the OSR, you are pretty much out of luck. You might get a few side-supplements but it isn't the consensus among players and DM's in the new school that higher level games involve power and statecraft. That's all I want to do though. :( Yeah, but each of those options is more fun than teleport, plus proves that we don't need something as powerful and game-breaking as teleport to do the same job. That solution really bothers me. Basically, it means that there is no reason to learn the cool spells because the DM is just going to make it impossible to use them. If you are going to make a spell available, don't make it so overpowered that it breaks the game unless there is an anti-spell that shuts it down. That's why I like linked portals. You have cool teleportation, and you have no need for anti-teleport wards for evil lairs to make sense. Linked portals aren't low magic. They just don't have the problems of the teleport spell. Nobody is trying to make a low magic game here. [/QUOTE]
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