Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Teleportation
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Manbearcat" data-source="post: 5981067" data-attributes="member: 6696971"><p>But the problem with the above is that it misrepresents the issues with the actual RAW rules (non-abusive) mechanics of the spell. Teleport isn't a problem (for those who have a problem with it, such as myself) due to corner cases and synergistic combinations (Scry, Buff, Teleport, Assassinate). It is a problem due to the fact that at mid-level it absolutely circumvents standard genre tropes (much in the same way that unconstrained Divinations circumvents investigation and intrigue) such as Oregon Trail attrition, overland travel (and the organic plot points that can derive from it - caravans, roadside inns, bandits, etc etc), harrowing pursuit evasion/narrow escapes, anxiety-inducing navigation of treacherous terrain or extreme environments, or cloak and dagger travel via subterfuge, stealth and uncanny wits through a city in which you are wanted or a target (of the guard, local thieves guild, or worse). And on and on. </p><p></p><p>Once you've narrowed the scope of your game by cutting these possible adventure paths/scenes out of the picture, the level of potential, genre-relevant dynamism of your game is choked to its last breath.</p><p></p><p>Yes, there are all manner of contrived conventions that DMs of 20 + years can use to short-circuit a wizard's repertoire...but the game can quickly turn into a trite effort of rock/paper/scissors and you find the entirety of your prep and in-game effort is built around trying to foresee the numerous ways that your resident Generalist Wizard PC can checkmate the excitement out of the collective fiction and circumvent anything resembling a climactic plot-point so that the session/adventure turns into a "why are we even bothering?" moment for everyone at the table who isn't the cynical Generalist Wizard. And possibly even worse yet is when the contrived conventions become so painfully transparent that they illicit a facepalm from the players (and from the DM inside is own head....maddened that he has to use such nonsense....maddened that he cannot let his Generalist Wizard go full bore...lest the game become fully unhinged). </p><p></p><p>Yes, I know that not everyone has those problems and some have never seen them manifest ever. I've had this same conversation with a few other posters on here. Nonetheless, there actually are very practiced, very proficient 20 + year GMs out there who would like a module that either constrains these spells via limited, hard-coded mechanics or moves them down the line to a higher level. They aren't foolish or afraid of cutting the spells out of the game or reaching social accord with their players to "play nice" with those spells. They are just worn out by the games that those spells, read as written, produce. Keep those beloved spells in the core for all I, and others, care. All we ask for is a supported (designer created, play-tested, quality controlled) module that allows the game to retain the elements listed above for a bit longer than through level 9.</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 5981067, member: 6696971"] But the problem with the above is that it misrepresents the issues with the actual RAW rules (non-abusive) mechanics of the spell. Teleport isn't a problem (for those who have a problem with it, such as myself) due to corner cases and synergistic combinations (Scry, Buff, Teleport, Assassinate). It is a problem due to the fact that at mid-level it absolutely circumvents standard genre tropes (much in the same way that unconstrained Divinations circumvents investigation and intrigue) such as Oregon Trail attrition, overland travel (and the organic plot points that can derive from it - caravans, roadside inns, bandits, etc etc), harrowing pursuit evasion/narrow escapes, anxiety-inducing navigation of treacherous terrain or extreme environments, or cloak and dagger travel via subterfuge, stealth and uncanny wits through a city in which you are wanted or a target (of the guard, local thieves guild, or worse). And on and on. Once you've narrowed the scope of your game by cutting these possible adventure paths/scenes out of the picture, the level of potential, genre-relevant dynamism of your game is choked to its last breath. Yes, there are all manner of contrived conventions that DMs of 20 + years can use to short-circuit a wizard's repertoire...but the game can quickly turn into a trite effort of rock/paper/scissors and you find the entirety of your prep and in-game effort is built around trying to foresee the numerous ways that your resident Generalist Wizard PC can checkmate the excitement out of the collective fiction and circumvent anything resembling a climactic plot-point so that the session/adventure turns into a "why are we even bothering?" moment for everyone at the table who isn't the cynical Generalist Wizard. And possibly even worse yet is when the contrived conventions become so painfully transparent that they illicit a facepalm from the players (and from the DM inside is own head....maddened that he has to use such nonsense....maddened that he cannot let his Generalist Wizard go full bore...lest the game become fully unhinged). Yes, I know that not everyone has those problems and some have never seen them manifest ever. I've had this same conversation with a few other posters on here. Nonetheless, there actually are very practiced, very proficient 20 + year GMs out there who would like a module that either constrains these spells via limited, hard-coded mechanics or moves them down the line to a higher level. They aren't foolish or afraid of cutting the spells out of the game or reaching social accord with their players to "play nice" with those spells. They are just worn out by the games that those spells, read as written, produce. Keep those beloved spells in the core for all I, and others, care. All we ask for is a supported (designer created, play-tested, quality controlled) module that allows the game to retain the elements listed above for a bit longer than through level 9. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Teleportation
Top