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Apok

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I don't know about any of you, but I for one am relieved at the revised Teleport spell. At long last, they have put a range limiter on it and you can now teleport your comerades without them having to calculate the precise weight of their gear.

The more I hear about the revised edition, the more psyched I get. Can't wait for July! :D
 
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gear... a good change

people based on level... a good change...

range limit, IMO, a bad change.

it now means i have to determine how many 100s of miles apart the disparate parts of my world are when i expect higher level parties to travel via teleport.

that is a needless complexity.

is it really gonna make a serious balance issue for your game that PCs cannot teleport 1500 miles in ONE casting at 10th level and are limited to 1000 miles? Is this difference goin to be wrth having to look up and calculate the milage every time?
 

I think it is to fix the:

DM: You wash ashore on a deserted beach, all around you is ocean.
Player: I start teleporting everyone back to the city
DM: ...crap

Without the player knowing more or less how far away thier destination is, it can make teleporting even more interesting. I am assuming it is ruled that you teleport in the precise direction of the target, then just come up short if it exceeds the range.

it now means i have to determine how many 100s of miles apart the disparate parts of my world are when i expect higher level parties to travel via teleport.

I tend to agree. That will make things a bit of a headache for the DM.
 

Well, you don't have to figure exactly how distant two places are. Knowing whether it's more or less than 1500 miles will be enough. It should be a matter of seconds if you have a half-decent map.
 

Well, to my mind, it solves the dilemma of having mages who can Teleport anywhere in the world instantaneously at a moment's notice.

Sure, if you are playing in an area that isnt' terribly large, it's not going to make a difference. However, for those playing in campaign worlds with well-defined geography and distance, it's an awesome limiter.

Consider this; the players have to get to a certain location to do something that will likely involve either combat or exploration. Luckily, the party mage knows the locale very well and can teleport the party there, saving them time and "random" encounters. Unfortunately, the distance is at least twice what the mage is capable of so in order to do it in one fell swoop, he'll need to memorize Teleport twice, which means he will lack for some other potentially usefull 5th level spell. Not to mention the fact that the character in question is going to have to roll twice on the Error table. Heck, there may be no intermediate location that the party can teleport to safely. It's all about choices.

From my point of view, Teleport is an enormously powerful spell, and there have been threads in the past discussing how the economy of an entire world could be affected by mass-usage of Teleportation. Now, they have cut down the power while still making the spell a handy time-saver.
 

aliensex said:
I think it is to fix the:

DM: You wash ashore on a deserted beach, all around you is ocean.
Player: I start teleporting everyone back to the city
DM: ...crap


Exactly.

This is exactly the kind of situation that is meaningless to players once they are able to Teleport themselves, since there is no distance factor. The concept of being lost or having to navigate one's way through a strange and unexplored area looses its thrill because the PC's have an instantaneous lifeline outta there.
 

I don't see a problem with the spell as it is. Sure it gets rid of the "oh we are lost" issue but by higher levels that kind of problem should be easily solved by the party mage.
 


Flexor the Mighty! said:
I don't see a problem with the spell as it is. Sure it gets rid of the "oh we are lost" issue but by higher levels that kind of problem should be easily solved by the party mage.

And I'm not saying that high level mages shouldn't be able to solve those kinds of problems. However, I don't like the fact that Teleport has become an instant "Get Outta Jail Free" card. It's too easy to abuse without the DM stepping in & pulling some cheesy "Teleportation Warded Area" crap. The new Teleport spell is still very usefull, it's just not as powerfull.

It also makes Word of Recall that much more desireable. :D
 

Apok said:
Well, to my mind, it solves the dilemma of having mages who can Teleport anywhere in the world instantaneously at a moment's notice.

Sure, if you are playing in an area that isnt' terribly large, it's not going to make a difference. However, for those playing in campaign worlds with well-defined geography and distance, it's an awesome limiter.

A 9th level wizard or 10th level sorc can cast teleport, so we're talking a minimum teleportation range of 900-1000 miles. That's a helluva long way. Even on the artificially huge world of Faerun, that's the distance from Waterdeep to Suzail. I'll make a guess that not many adventures involve travelling those sorts of distances, so it's not like the distance limit is going to be that great a factor.

Personally, I'd rather they cut the range WAY down (10 miles per level, say) and got rid of the off-target roll. Then it would be like a powered-up version of dimension door; still useful, but not game-breaking.
 

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