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Teleportation
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<blockquote data-quote="Neonchameleon" data-source="post: 5981214" data-attributes="member: 87792"><p>That may have been why Teleport was put in the game. But 3.X style teleport literally ruins worldbuilding. Which is a good reason to take it back out. And no, knock doesn't allow parties without rogues to function. They can do that anyway.</p><p> </p><p>If you want a party with no one who can pick the lock, <em>kick the door off its hinges</em>. Knock was put in because some wizard wanted to be cool or because someone read the spell in a fiction novel.</p><p> </p><p></p><p> </p><p>Apparently time is not a limited resource. Right. If you give a wizard enough time, he gets a dump truck of spells given to him almost for free. And seriously, how often do you see more than two doors in a day that need picking?</p><p> </p><p>The wizard should just pick up a handaxe like anyone else other than the rogue if there is no danger. Break the chest open or the door down. After all, time isn't a problem and neither is danger. What picking locks does is <em>speed</em> and <em>subtlety</em>. Those are literally the two reasons to pick a lock rather than break the door. And knock is better at both.</p><p> </p><p></p><p> </p><p>Name three in both cases.</p><p> </p><p></p><p></p><p>Why? Making teleportation circles <em>costs money</em> and can be used to follow them.</p><p> </p><p></p><p> </p><p>Translation: The problem with teleport is DMs who consider the book they have paid good money for shouldn't be a half-baked product that needs fixing. Oberoni fallacy.</p><p> </p><p></p><p> </p><p>You're keen on house rules. House rule it back in. Or mark it as strictly optional at the DM's discression in the rulebook. It's a DMing nightmare with smart tactical players, and a worldbuilding and logistical nightmare.</p><p> </p><p></p><p> </p><p>Congratulations! You don't have problems with it! I know you've learned to cope. But why do you want to inflict common problems on other DMs and force them to all discover workrounds to massively setting-altering spells.</p></blockquote><p></p>
[QUOTE="Neonchameleon, post: 5981214, member: 87792"] That may have been why Teleport was put in the game. But 3.X style teleport literally ruins worldbuilding. Which is a good reason to take it back out. And no, knock doesn't allow parties without rogues to function. They can do that anyway. If you want a party with no one who can pick the lock, [I]kick the door off its hinges[/I]. Knock was put in because some wizard wanted to be cool or because someone read the spell in a fiction novel. Apparently time is not a limited resource. Right. If you give a wizard enough time, he gets a dump truck of spells given to him almost for free. And seriously, how often do you see more than two doors in a day that need picking? The wizard should just pick up a handaxe like anyone else other than the rogue if there is no danger. Break the chest open or the door down. After all, time isn't a problem and neither is danger. What picking locks does is [I]speed[/I] and [I]subtlety[/I]. Those are literally the two reasons to pick a lock rather than break the door. And knock is better at both. Name three in both cases. Why? Making teleportation circles [I]costs money[/I] and can be used to follow them. Translation: The problem with teleport is DMs who consider the book they have paid good money for shouldn't be a half-baked product that needs fixing. Oberoni fallacy. You're keen on house rules. House rule it back in. Or mark it as strictly optional at the DM's discression in the rulebook. It's a DMing nightmare with smart tactical players, and a worldbuilding and logistical nightmare. Congratulations! You don't have problems with it! I know you've learned to cope. But why do you want to inflict common problems on other DMs and force them to all discover workrounds to massively setting-altering spells. [/QUOTE]
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