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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.

I agree. Waterdeep to Suzail is an improvement, but I'd rather see it as Waterdeep to Evereska or Baldur's Gate. Still insanely useful, but not go anywhere, anytime.
 

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BiggusGeekus@Work said:
This totally sucks for the Dragonstar setting though. The premise for interstellar travel was that you could 'port an unlimited range.

Actually, I think the idea was you made short "hops" throughout the journey, teleporting several times over massive distances. Just think of the Star Casters as insanely beefed-up Teleportation devices. Or, break down and introduce a non-magical method of space travel.
 

Apok said:
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.
This last bit is where you've made your error, and it's caused you needless grief.

In a world of real, honest-to-goodness magic, having many areas "teleportation warded" is not cheesy -- it's just a really good idea(tm). It would simply be part of the sociology and ecology of the system.

Cheese is having your monsters immune to a tactic because you (the DM) hadn't thought of it. The "teleportation ward" hardly qualifies for that.

Player: "I teleport outta the trap!"

DM: "Oh shucks, the trap maker never thought of that one! Teleport!? Who would've thought....."
 

And keep in mind that the spell description also describes that teleportation works via instantaneous movement through the Astral plane. So if you have something nasty lurking there nearby, or even if you have a wall on the Astral in the same locale on the Prime Material surrounding the trap you're trying to teleport out of.. well, there's possibilities there!

Gregg
 

Well, I like it, but then again my world is at least 10,000 times the size of Earth, so 1000-2000 miles becomes a significant limit. As for Dragonstar, there will be the greater teleport spell.
 



Nail said:

This last bit is where you've made your error, and it's caused you needless grief.

In a world of real, honest-to-goodness magic, having many areas "teleportation warded" is not cheesy -- it's just a really good idea(tm). It would simply be part of the sociology and ecology of the system.

Cheese is having your monsters immune to a tactic because you (the DM) hadn't thought of it. The "teleportation ward" hardly qualifies for that.

Player: "I teleport outta the trap!"

DM: "Oh shucks, the trap maker never thought of that one! Teleport!? Who would've thought....."

Yeah, but to do this every time your high level characters go anywhere or do anything gets really tiring after a while.

Player1: Yep, we're going into the Dungeon of Ultimate Doom and Horror. Don't bother memorizing any teleport spells, the area will be warded against them.

Player2(the new guy): How do you know that?

Player1: Because everywhere we've gone for the past 6 levels has been.

DM: Modus Operandi strikes again...


If you have to auto-neutralize a certain spell or tactic every time, then maybe there is an issue with that spell or tactic that makes it just too good. With the new teleport spell, you won't have to ward every nook and cranny with an anti-teleportation field or stock the nearby Astral Plane with Dreadnaughts.
 


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