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Teleporting Weenies from Hell

You should put together adventures that REQUIRE teleporting. Make them use those teleports for important tactical and story reasons... why has no one else plundered this temple?! Because it requires the Teleporting Weenies from Hell to succeed!

PS

This. As for challenging them, just remember to count grabby monsters and melee-heavy monsters as lower level than they actually are.
 

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Introduce a rival party of adventurers who ALSO teleport a lot, watch hilarity ensue.

Maybe some kind of Eladrin "special ops" team, hired by your big bad to take care of 'em.
 


For inspiration, you could always look up all of the various maladies which befell those who used the Transporter in Star Trek.
 

Maybe put them into some sort of 'Temple of Non-Euclidean Madness' that requires teleportation to reach certain areas, but with a catch;
anything that teleports within the temple risks attracting the attention of the Hounds of Tindalos.

Do it as a trap that triggers whenever a creature teleports. The trap attacks Will, and if it hits, a Hound of Tindalos appears and attacks the teleporting character as an immediate reaction.

:)
 

You should put together adventures that REQUIRE teleporting. Make them use those teleports for important tactical and story reasons... why has no one else plundered this temple?! Because it requires the Teleporting Weenies from Hell to succeed!

PS

I would go with this myself, work with the players abilities, and only occasioanlly foil them.

A highly teleport capable party will be able to handle some interesting terrain features in a fight which you could use to spice things up a bit.

Arial combat between 2 spell jammers? Small earthmotes? Broken ground with many small cliffs and ledges? These could all make for some interesting combats. Also at low epic thor them against a Rust Monster Nightmare for the lols.
 


You can try swallowing one or two of them; no line of sight means no teleporting. Don't do it too often, but it is a reminder that teleportation doesn't solve all problems.

Good synergies there, though.

That's interesting.

Last night I grabbed a brain in a jar with Bigbys Icy Grasp, then dropped a wall of fire on top of it. The DM had the BiaJ teleport out to freedom, but wall of fire blocks line of sight... so presumably it shouldn't have succeeded?
 

That's interesting.

Last night I grabbed a brain in a jar with Bigbys Icy Grasp, then dropped a wall of fire on top of it. The DM had the BiaJ teleport out to freedom, but wall of fire blocks line of sight... so presumably it shouldn't have succeeded?

Correct. Teleportation requires line of sight, but not line of effect.

A closed door prevents you from teleporting to the other side, but if it had a keyhole that you could look through you could teleport through the door into the room.

You could teleport through a glass window, unless someone closed the curtains.

This is backwards from most attacks which require line of effect, but not line of sight (ie, you can blindly attack into any square, taking the appropriate penalties, and hope you hit something you can't see).
 

That's interesting.

Last night I grabbed a brain in a jar with Bigbys Icy Grasp, then dropped a wall of fire on top of it. The DM had the BiaJ teleport out to freedom, but wall of fire blocks line of sight... so presumably it shouldn't have succeeded?
If you cannot see your destination, you cannot teleport there:
Compendium said:
Teleportation

Many powers and rituals allow you to teleport—to move instantaneously from one point to another. Unless a power or a ritual specifies otherwise, teleportation follows these rules.

Line of Sight: You have to be able to see your destination.

No Line of Effect: You can teleport to a place you can see even if you don’t have line of effect to it.
There are a few powers with exceptions (I believe Warlock's Leap is one, but they are the exception.
 

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