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Why is flight considered a game breaker?
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<blockquote data-quote="StreamOfTheSky" data-source="post: 5190081" data-attributes="member: 35909"><p>Yes, definitely. But as written, the rules linked to explicitly put a mimimum of 1 round travel time on <strong>all</strong> Conjuration (Teleportation) and similar effects. I'm just saying I don't like that part, there's too many interesting tactical teleportation spells that such a rulee messes up that weren't part of the scry and die problem anyway, and I don't want to see them become useless as a result. All I'm saying is... change it to something like "no travel time is added to spells granting less than a mile's travel" or "this rule does not apply to effects and spells that measure their maximum ranges in feet, or have short, medium, or long range." Something.</p><p></p><p>I also have to say, I think mile/CL is a little short for my tastes, but Celebrium's leylines idea is good for allowing longer ranged travel. To me, the most important parts of those houserules were that those about to be teleported on got advance notice of it, and the ability to follow where someone teleports, so if things go wrong and the teleporters try and hastily retreat, the defenders can truly make them pay for their overly ambitious assault. Those were the kinds of rules I had long been thinking of adding to my games for a long time. I just haven't DMed a high enough level game yet that the party ever wanted to try scry-buff-teleport, so it hadn't been a major issue for me thus far.</p></blockquote><p></p>
[QUOTE="StreamOfTheSky, post: 5190081, member: 35909"] Yes, definitely. But as written, the rules linked to explicitly put a mimimum of 1 round travel time on [b]all[/b] Conjuration (Teleportation) and similar effects. I'm just saying I don't like that part, there's too many interesting tactical teleportation spells that such a rulee messes up that weren't part of the scry and die problem anyway, and I don't want to see them become useless as a result. All I'm saying is... change it to something like "no travel time is added to spells granting less than a mile's travel" or "this rule does not apply to effects and spells that measure their maximum ranges in feet, or have short, medium, or long range." Something. I also have to say, I think mile/CL is a little short for my tastes, but Celebrium's leylines idea is good for allowing longer ranged travel. To me, the most important parts of those houserules were that those about to be teleported on got advance notice of it, and the ability to follow where someone teleports, so if things go wrong and the teleporters try and hastily retreat, the defenders can truly make them pay for their overly ambitious assault. Those were the kinds of rules I had long been thinking of adding to my games for a long time. I just haven't DMed a high enough level game yet that the party ever wanted to try scry-buff-teleport, so it hadn't been a major issue for me thus far. [/QUOTE]
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