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Teleportation
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<blockquote data-quote="ferratus" data-source="post: 5981028" data-attributes="member: 55966"><p>I like something that is always inexact better. Being unable to teleport where you want 25% of the time, still allows you to teleport where you aren't wanted 75% of the time. If you can only land in a vaguely close area to where you actually want to go, you have all the utility of teleport with much fewer problems. Not all of the problems are solved mind you, but the scry-buff-teleport problem is.</p><p></p><p>Or we could simply make teleportation limited, at least until say 16th level or so.</p><p></p><p></p><p></p><p></p><p>Yes, but we both know those are all rare situations that have multiple solutions outside of giving players to teleport instantly anywhere.</p><p></p><p></p><p></p><p>Sure its viable, it just isn't expected, nor does it seem to happen very often.</p><p></p><p></p><p></p><p>Sure, and I could see a place for teleport anywhere anytime as a godlike power, as a 9th level spell or epic spell. As a 5th level spell, no. When mages are casting 5th level spells, its time to ride griffons.</p><p></p><p></p><p></p><p>I certainly don't like the idea that the only counter to wizard spells is other wizard spells. That's what we have with teleport. Instead of building a stronghold meant to keep men out, the only way I can keep a wizard out is to hire another wizard. D&D has a lot of that. A wizard can block a swordsman's best attack with ironskin, but a fighter can't block a 1st level magic missile with a shield.</p><p></p><p></p><p></p><p>DM's are often petty creatures, and sometimes they need to shut down certain mid-level spells so that the adventure is coherent at all. That's why the wheels pretty much fall of the bus in 3e & earlier editions around 12th-14th level. Heck, that's why characters of that level (or higher) were pretty much equated with overpowered munchkins in the 2e days of my youth.</p></blockquote><p></p>
[QUOTE="ferratus, post: 5981028, member: 55966"] I like something that is always inexact better. Being unable to teleport where you want 25% of the time, still allows you to teleport where you aren't wanted 75% of the time. If you can only land in a vaguely close area to where you actually want to go, you have all the utility of teleport with much fewer problems. Not all of the problems are solved mind you, but the scry-buff-teleport problem is. Or we could simply make teleportation limited, at least until say 16th level or so. Yes, but we both know those are all rare situations that have multiple solutions outside of giving players to teleport instantly anywhere. Sure its viable, it just isn't expected, nor does it seem to happen very often. Sure, and I could see a place for teleport anywhere anytime as a godlike power, as a 9th level spell or epic spell. As a 5th level spell, no. When mages are casting 5th level spells, its time to ride griffons. I certainly don't like the idea that the only counter to wizard spells is other wizard spells. That's what we have with teleport. Instead of building a stronghold meant to keep men out, the only way I can keep a wizard out is to hire another wizard. D&D has a lot of that. A wizard can block a swordsman's best attack with ironskin, but a fighter can't block a 1st level magic missile with a shield. DM's are often petty creatures, and sometimes they need to shut down certain mid-level spells so that the adventure is coherent at all. That's why the wheels pretty much fall of the bus in 3e & earlier editions around 12th-14th level. Heck, that's why characters of that level (or higher) were pretty much equated with overpowered munchkins in the 2e days of my youth. [/QUOTE]
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