Scared of players getting teleport, would like advice on getting maps and idea for combat during journeys


Advice


I posted this on another thread but thought maybe I overdid the information and ended up with a huge wall of text. Took out all the important bits and am pasting them here:

My idea for combat during travels:
Warn the players before hand that the world is heavily populated (with creatures), that every trip they take between towns and cities will be rampant with combat. Every day (that they travel) they fight up to 1d2+3 encounters (I'll tell them it's only four, when the fifth occurs, I'll make it a group of foes that are tailing the PCs to attack them at night, giving the players the chance to roll perception checks to notice that they're being followed), making them either have to hurry to the next town or bear through the fights. It ought to give me a chance to drop a few differing nasties on their heads, while also providing the opportunity to present plot hooks, such as 'what are dinosaurs doing out here?'. For times when the PCs can ambush the enemy, I'll have them roll opposed survival checks, and then the winner of that would roll stealth checks (I'd also give them the chance to decide whether they want to tail the enemies back to their base or just go ahead and ambush them). The truth is I originally intended to have them stay in a town and grow social lives there, but the truth is that the storyline better caters to constant travel.

Also:

What do I do when players get spells that can move them instantly from one place to another? This is worse than simply making journeys void, it also means that if a fight starts to get out of hand, they simply port out of the area. They could also simply peer into dungeons and labyrinths and see the layout and enemy placement beforehand. How are such adventures dealt with?

Also....ummm.....I'm no good at making dungeons and such, and copying those huge schematics from other books onto a grid is both time consuming (since I travel by plane, my bags are too small to carry my mat, meaning I'd have to draw it up on a mat over there, which would be a waste of game time) and also pretty devoid of anything within. I've bought a few flip mats, but they feel pretty barren and basic for the most part (like the warehouse for instance). Anyone have any recommendations on maps for dungeons or amazing flip mats?

Liberty's Edge

How many characters are there in the party, including animal companions?

My 11th level group is still riding horses for decent distance journeys because Teleport/Wind Walk/Word of Recall is self + 1 person/3 levels, some of them are weight limited and they are a large group with two large animal companions.

They can't teleport away en masse and they can't travel fast en masse, requiring multiple castings of their top level spells to avoid travel.

Grand Lodge

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Pathfinder Adventure Path, Rulebook Subscriber

Lot going on In that wall of text there, but jut take a step back and wonder what the impacts of such a violent and dangerous world would be on trade and communication. If a stalwart band of heroes can't take a day trip to the neigh oring town with pout multiple high CR encounters then there is no way a farmer can plow his field without getting eaten by dire ground hogs.


You don't have to have the Teleport spells in your game.

Either they have never existed, or they haven't worked since ancient times because "the stars have changed."

If you want to use Teleport effects in your game, it can be something like the portals in Forgotten Realms, or a teleportation circle made permanent.

This is an effect whose secret has been lost, or can't be done anymore.

If you are worried about Outsiders with Greater Teleport, just make it Dimension Door at will.

There are a lot of good spells in Conjuration, so it's not like a Conjurer will be totally handicapped.

Silver Crusade

sunbeam pretty much has it. If teleporting would seriously mess up your narrative, you're welcome to ban it. Just explain why to the players, and let them know up front whether or not you're imposing similar restrictions on your NPCs.

A simple "Okay... teleport effects, the ones that send you huge distances, really mess up the risk-reward for adventuring and gut a lot of the things I want to emphasize in my story. I won't allow your characters to use this spell, that spell, or... those spells. That other spell might be okay, let's talk about it and see if any of you even care about that one. Also, my NPCs (will/will not) be subject to the same things your characters are, because (reason)."

Most players should nod to it. If the 'D&D' experience to them is reliant on having Teleport, that's... kind of weird.


Have an out of game conversation about it. As players, they want a good game. You making stuff on the spot weakens their experience. Discuss that.

On the other hand, the players have legitimately gotten more powerful. They should get something for that. So you need a gentle mans agreement.

So, teleporting over a pit is fine, as is teleporting out of the crushing wall trap. Choosing a random spot on the map and saying "what's happening here" is not ok.

Ultimately, you'll probably end up with something like a subway system. There will be a few stops, and the players can get to them quickly. Other places are less convenient to get to.

You can add stops slowly, and access to a new location is a new kind of treasure to give out.

Grand Lodge

Tell them there is a latent miasma in the area from an ancient magical disaster. It has a nasty effect on teleportation magic. The more powerful, the more likely something strange or dreadful will happen.

This means, when you need teleport to fail, it fails.
When you need teleport to work, it works.
Other times, well, you can make a chart and roll for random effects.

Grand Lodge

Pathfinder Adventure, Rulebook Subscriber

Or play E6.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

Reminds me of Eberron, which was often described as islands of civilization floating amidst the dangerous seas of the untamed, monster-filled wilderness.


I suggest talking to your players ahead of time to see what they will probably will be using the spell for. Then report back here if you need anymore assistance.


Galnörag wrote:
Lot going on In that wall of text there, but jut take a step back and wonder what the impacts of such a violent and dangerous world would be on trade and communication. If a stalwart band of heroes can't take a day trip to the neigh oring town with pout multiple high CR encounters then there is no way a farmer can plow his field without getting eaten by dire ground hogs.

Precisely ;)

When I present to them the map, there'll only be the one continent on it. No one knows what the rest of the world looks like BECAUSE it's too dangerous. Also, birth rate is extremely high while the rate of death (due to natural causes) is extremely low (thanks to the prevalence of healing magic), explaining why many towns pop up overnight. The creatures on the other hand, are why other towns disappear. The only ones who know what the rest of the world looks like are usually the powerful creatures with magic in their arsenal (usually the sorceror kings, liches, outsiders and dragons) know what's going on around the world and the reason major cities don't just disappear is because of frequent patrols by the military and the ever vigilant eye of the sorceror kings (plural, most countries have more than 1). War is a rarity not due to some kind of peace between the races, but because if a country turtles up and goes scorched earth policy, the army would be dead before they even got to the gates (and even if they did get to the gates, locking them out in the dangerous wilderness would soon take care of them). Food is rarely a problem since the populace has no problem eating the monsters that plague them (yes, even the humanoids).

@TOZ
Will check the link soon (have to head out to work in a few minutes), but thanks for the heads up.

@guys mentioning the restriction of teleportation
Thanks for the tip, and I am grateful, but the truth is I had hoped I could tell them that no spell would be omitted. I will discuss with them my fears and hopefully we can come to an understanding regarding the teleportation spells.

@blacklantern
I think I probably should, I can't really judge what they're going to do with the spell without talking to them. I'll be speaking to them this friday and will certainly come back with their desire.


A simple adjustment of the spell would work too. Make it where they can only teleport somewhere they have seen or been to


Adventure Path Charter Subscriber; Pathfinder Starfinder Adventure Path Subscriber

We banned almost all of the movement magic a couple of campaigns ago: not only teleport but fly, overland flight, dimension door, wind walk, shadow walk, and planeshift.

Upsides: Terrain makes a much bigger difference, and the PCs are much more involved with it. Mounts, ships, and so forth are a lot more important. There's a stronger sense of place. Fewer fights are rendered irrelevant by the PCs simply staying out of reach. Traps work better (prior to banning these spells we had some trap-heavy scenarios blunted by PCs who flew all the time). You don't have to fuss with the complex flight rules. Perhaps most significantly, the scry/buff/teleport combo, which can spoil high-level games, isn't as dangerous without the teleport.

Downsides: Some monsters are too powerful if the PCs can't take to the air to fight them. Unless you also strip these abilities from creatures, it can seem unfair (teleporting demons and devils were the biggest one for us). Some adventures assume fast travel and the pacing breaks without it. It's hard to do a series of adventures in very diverse locations. Players sometimes resent having abilities removed (not a problem for us--we had a consensus--but could be for other groups). PCs lose a potentially life-saving getaway option; so do NPCs, many of whose combat tactics involve a last minute dimension door.

My husband is thinking of bringing back very short duration combat flight, but both of us are agreed that long-range movement magic has more downsides than upsides in our games, and we will continue to ban it. I particularly recommend this if you ever run _Kingmaker_.

That said, I would have a big plausibility problem with 4-5 dangerous encounters per day, unless every town is built like a fortress and every caravan is armed to the teeth.

Liberty's Edge

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blackbloodtroll wrote:

Tell them there is a latent miasma in the area from an ancient magical disaster. It has a nasty effect on teleportation magic. The more powerful, the more likely something strange or dreadful will happen.

This means, when you need teleport to fail, it fails.
When you need teleport to work, it works.
Other times, well, you can make a chart and roll for random effects.

I would avoid doing this if at all possible. If I were a player and my DM were obviously arbitrarily adjudicating on the fly whether or not my more powerful class abilities worked according to his whim, I'd get frustrated.

It's very similar to DMs having monsters auto-save against some spells to "make the combats interesting." I've had DMs do that before, or just make monsters immune to stuff on the fly, and it makes me wonder why I even bothered building a caster if the monsters are just going to arbitrarily resist my spells. (Although I wasn't the caster in question there.) It wasted the PC's action, wasted their resources, and occurred without any forewarning.

I mean, if you do this, at least tell them upfront that it means that you're only going to let some spells work some of the time, and the players will have no insight into when or why that decision will be made. That way they'll know to just never prepare the spells in the first place if they have no idea whether or not they'll succeed, for totally metagame reasons.


I think it's important to have known, consistent rules. If you want less teleportation, either add in an expensive component, or increase the casting time, or both.

That way, it's still there for story reasons, but no one is teleporting to get a bagel.


My only concern is how tedious constant random encounters would get. Also there would be the issue of high XP gain, but low loot (random monsters are away from lair so lack much of their treasure). I prefer the small percent of encounter + dealing with environment/natural obstacle way of doing overland travel through dangerous areas.

As for the teleport issue, make sure you enforce the rules of the teleport, many players and GMs kinda handwave it. The spell is honestly balanced, when you get high enough level that your party can all use it, you are already above the level of normal humans and obstacles, teleports explain why high level adventurers have't cleared out the places in between cities, they skipped that part.


If constant random encounters are for some reason important to your plot then just ban the spell and be done with it.


Axebeard wrote:
blackbloodtroll wrote:

Tell them there is a latent miasma in the area from an ancient magical disaster. It has a nasty effect on teleportation magic. The more powerful, the more likely something strange or dreadful will happen.

This means, when you need teleport to fail, it fails.
When you need teleport to work, it works.
Other times, well, you can make a chart and roll for random effects.

I would avoid doing this if at all possible. If I were a player and my DM were obviously arbitrarily adjudicating on the fly whether or not my more powerful class abilities worked according to his whim, I'd get frustrated.

It's very similar to DMs having monsters auto-save against some spells to "make the combats interesting." I've had DMs do that before, or just make monsters immune to stuff on the fly, and it makes me wonder why I even bothered building a caster if the monsters are just going to arbitrarily resist my spells. (Although I wasn't the caster in question there.) It wasted the PC's action, wasted their resources, and occurred without any forewarning.

I mean, if you do this, at least tell them upfront that it means that you're only going to let some spells work some of the time, and the players will have no insight into when or why that decision will be made. That way they'll know to just never prepare the spells in the first place if they have no idea whether or not they'll succeed, for totally metagame reasons.

+1 to this. Our DM actually did this once and I found out about it since I knew the stats of a cursed item we were forced to pick up* and saw him make the item activate the ill effects faster than it normally should "to make things interesting". I only got lucky seeing that one, but who knows how many times I'm gonna end up doing nothing with my spells just because the DM decides to be his usual arbitrary self. I don't even know if he's going to shoot me down whenever I use Fly, so I didn't even pick it up when I could.

*:
The Runecurse in Council of Thieves part 2

Silver Crusade

Pathfinder Adventure Path Subscriber

Icyshadow, you really need to change your DM. :)


Gorbacz wrote:
Icyshadow, you really need to change your DM. :)

You know, I wish I could.

The problem is, he's one of the few DMs who plays with a style I like (healthy mix of RP and game mechanics, though more of the former), but he's got such an attitude problem (including a way of being overly arbitrary, not listening to the pleas of his players and generally doing whatever the hell he wants with no respect for second opinions or suggestions from others) it's almost unbearable. The only good part is that he SOMETIMES gets his head out of his arse and bothers to listen for a moment or two, but sadly those occurences are rare. He's far more prone to complain to me about me "whining about his DMing on forums" when it's not my fault he's not even taking into account a request ALL FOUR PLAYERS OF HIS OWN GROUP HAVE MADE.


TELEPORT AM NO PROBLEM. AM NINJA AM WILLING TO WORK FOR FOLLOWING COMPENSATION. AM NINJA WANT 51 PERCENT OF EACH PLANE AND ENDLESS SUPPLY OF SCROLLS TO DO JOB WITH.


How should I put it ... if your players take tele etc. in order to avoid your walk out of town and get eaten by a million monsters events wouldn't that probably mean they don't want to deal with that?

And if they don't have fun playing the game that way(I definitely wouldn't I mean seriously if there are 20 high level monsters wandering around within 20ft of town every day there's no reason they haven't started chewing up villagers) but regardless if they don't want to play that then you shouldn't force them.

Just take it as a subtle cue that they want less rampaging hordes and more social interaction/town content and give it to them.


Don't do anything to your player's because they get Teleport. If I was in a game like you described I'd rush to get teleport.

YOUR PLAYER'S ARE TELEPORTING BECAUSE YOU ARE PLAYING A COMBAT ORIENTED GAME 1D3+4 ENCOUNTERS THEY ARE SICK OF IT, and want to travel without all the combat it's boring when you are mindlessly fighting sometimes they just want to go somewhere.

Now my advice drop your encounters to 1d2+1, and I'd probably do 1 encounter based on the distance they are traveling. Don't make combat the focus on plot hooks, and hope the roll the teleport mishap. Although 1d3+4 encounters is excessive I've already said it twice, but just saying it again.


You can always accept that high level characters don't care for such things as distances and random encounters or just play games that never got into such levels.


I have to agree that 1d3+4 is a lot of random meaningless encounters, even for a combat-heavy game. But, if that is what everyone enjoys (hint, hint)...

As for teleport and other extra-dimensional travel magic, the Iron Kingdoms had a great concept: use of teleport, etc. has a chance of drawing the attention of very powerful evil outsiders. It still allows the players to use it in emergencies, but they will generally stay away from it. Bonus - you can use it to introduce new story lines if the party ever decides to take their chances.

Sczarni

Screw teleports... I'd be worried my players would take on the "Elixir of Fire Breath with all our extra gold" scorched earth policy...


Mary Yamato wrote:

We banned almost all of the movement magic a couple of campaigns ago: not only teleport but fly, overland flight, dimension door, wind walk, shadow walk, and planeshift.

Upsides: Terrain makes a much bigger difference, and the PCs are much more involved with it. Mounts, ships, and so forth are a lot more important. There's a stronger sense of place. Fewer fights are rendered irrelevant by the PCs simply staying out of reach. Traps work better (prior to banning these spells we had some trap-heavy scenarios blunted by PCs who flew all the time). You don't have to fuss with the complex flight rules. Perhaps most significantly, the scry/buff/teleport combo, which can spoil high-level games, isn't as dangerous without the teleport.

Downsides: Some monsters are too powerful if the PCs can't take to the air to fight them. Unless you also strip these abilities from creatures, it can seem unfair (teleporting demons and devils were the biggest one for us). Some adventures assume fast travel and the pacing breaks without it. It's hard to do a series of adventures in very diverse locations. Players sometimes resent having abilities removed (not a problem for us--we had a consensus--but could be for other groups). PCs lose a potentially life-saving getaway option; so do NPCs, many of whose combat tactics involve a last minute dimension door.

My husband is thinking of bringing back very short duration combat flight, but both of us are agreed that long-range movement magic has more downsides than upsides in our games, and we will continue to ban it. I particularly recommend this if you ever run _Kingmaker_.

That said, I would have a big plausibility problem with 4-5 dangerous encounters per day, unless every town is built like a fortress and every caravan is armed to the teeth.

Incapable of building encounters with movement magic in mind? Or just feel that it's too much work to adjust the campaign to match the magic at hand?

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
TriOmegaZero wrote:
Or play E6.

The variant of choice when you can't handle your players being powerful at all.


LazarX wrote:
TriOmegaZero wrote:
Or play E6.
The variant of choice when you can't handle your players being powerful at all.

Yep that'll teach them to want to be fantastic in a fantasy game! Entitled jerks ... =P


I suggest a waypoint system if you want to restrict teleportation without removing it entirely. The world you play in might have some serious ethereal distortions that prevent effective long-range travel by magic. But an ancient civilization constructed a number of waypoints, around which travel is possible, and relatively safe.

They have to be activated in order to work (so you won't have your players port to places they haven't visited), it creates quest potential (sometimes it might be difficult to find/activate a given waypoint), and it limits "town portal"-playstyle, because even though waypoints might be in major cities, it would be more difficult for players to return where they left off afterwards.

Teleport and Greater Teleport works the same, except they can only take you to an area within a certain distance of a waypoint. You could add a "True Teleport" spell at level 9 which allows unrestricted travel as well, since once your players get access to that they will be at the end of the campaign anyway and it could be a cool high-power ability by then. It could also, conveniently, let you explain why, say, the sorceror kings and similar powerful beings can travel freely in the world.


Yeah I think waypointing or simply taking most teleport spells out of the game would be fine, if discussed ahead of time and something that is world wide.

I've played exactly one character that was a dimensional specialist type (teleports spacial distortions, time lapsing and the like) and even then actual teleporting and what have you is only a small part of the whole. I don't think losing a large portion of it would hurt the concept too much -- though I would ask for the dimension step (from the subschool of teleport) and d.door be left in as those are rather short range.


gnomersy wrote:
LazarX wrote:
TriOmegaZero wrote:
Or play E6.
The variant of choice when you can't handle your players being powerful at all.
Yep that'll teach them to want to be fantastic in a fantasy game! Entitled jerks ... =P

D&D magic is just too easy in general. If Teleport was some day long ritual that ate up some expensive components it would still be worth it in a lot of situations.

But it's not even that. It is just some spoken words and six seconds.

D&D, Pathfinder, what have you kind of doesn't try to let you play out the kind of fantasy you read in books any more, or at least doesn't do it very well. It kind of is its very own fantasy thing now.

I've read books like Jumper where someone developed this ability. It's pretty much the center of the whole book when someone has this capacity.

Think about how hard it is to do a plot when you have teleporters running around. It's not very common in fantasy or sf literature.

Or in comics even. Thor can open portals between dimensions or something, but I'm not sure he can teleport. Even if someone has this capacity it's often not used or forgotten about.

You might be able to work up one or two campaigns where you specifically account for teleportation magic. But it is a lot of work in the long run, and you kind of don't have travel any more really.

Sometimes it's not so bad. What is the point exactly of overland travel when you get to 13th or 14th level? It's kind of wonky to have something that could reasonably threaten the party or even inconvenience them on a random encounter table. It might be an opportunity for something plot related to ambush them, but that's about all I can think of.

There are some useful things about teleportation magic, but you have to control it somehow. You literally can wind up with something like Sir Palomino and Jeeves discussing how Sir Palomino is teleporting to the Dungeon of Dread tomorrow at 8 am. He will break for lunch, circumstances permitting, at noon. Jeeves should have lunch ready at 12:30, and there is a possibility Sir Palomino will have guests (prisoners), so plan for eight in attendance. Sir Palomino will then return to the dungeon and will eat supper at 7. The bath will need to be drawn by 6, so Sir Palomino can bathe before the repast.

If any changes need to made for this plan, Sir Palomino will Send Jeeves the details.

It doesn't make for a very interesting book to read, and definitely not a game after you do it once or twice.


8 Red Wizards wrote:

Don't do anything to your player's because they get Teleport. If I was in a game like you described I'd rush to get teleport.

YOUR PLAYER'S ARE TELEPORTING BECAUSE YOU ARE PLAYING A COMBAT ORIENTED GAME 1D3+4 ENCOUNTERS THEY ARE SICK OF IT, and want to travel without all the combat it's boring when you are mindlessly fighting sometimes they just want to go somewhere.

Now my advice drop your encounters to 1d2+1, and I'd probably do 1 encounter based on the distance they are traveling. Don't make combat the focus on plot hooks, and hope the roll the teleport mishap. Although 1d3+4 encounters is excessive I've already said it twice, but just saying it again.

I won't deny that even when I mentioned it I got a bad feeling about it. It was just that I wanted them to meet a variety of creatures, and the cause of having so many was so that the wizard doesn't just simply nova through each of them. I guess maybe 1-2 easy or average encounters per trip should probably be enough. I also didn't want travels to boil down to 'you have just left the town of X, after three days of travel you arrive at town Y', I wanted to find ways to make it seem like it really was a journey.

Honestly I feel that some of the best RP can happen around campfires, especially since the characters never seem to talk to one another other than to discuss tactics. I'm worried that I'm going to end up with characters that only interact with NPCs (with these players, there's precedent), I want to give them the opportunity to chat and to find common ground, perhaps conflicting interests that their characters can resolve through RP.

We're going to be starting our first session this Friday and maybe I'm just fretting something I haven't even gotten anywhere near enough yet. I guess I can roll with their teleport spells, I guess one of my worries is them porting away from a BBEG (though I guess at the time they get that spell, he'd probably have something fitting like dimensional anchor or lock), or worse, porting into an important part of a dungeon (shouldn't be too difficult, scry the area or scry someone specific in the area, then use a port spell).

EDIT:
@sunbeam
Heheh, that last part is actually a worry of mine, but I guess maybe I can develop a trick or two to perhaps dissuade them from pushing it with such spells (perhaps the area is trapped with contingency spells to dimensional anchor anything that steps inside). I guess maybe I can come up with simple tricks to deal with such problems (going over the spell list, there's no limit to what crazy things casters can do, teleport really is the tip of the iceberg. Guess I better try and be proactive and vigilante about these things).


sunbeam wrote:

There are some useful things about teleportation magic, but you have to control it somehow. You literally can wind up with something like Sir Palomino and Jeeves discussing how Sir Palomino is teleporting to the Dungeon of Dread tomorrow at 8 am. He will break for lunch, circumstances permitting, at noon. Jeeves should have lunch ready at 12:30, and there is a possibility Sir Palomino will have guests (prisoners), so plan for eight in attendance. Sir Palomino will then return to the dungeon and will eat supper at 7. The bath will need to be drawn by 6, so Sir Palomino can bathe before the repast.

If any changes need to made for this plan, Sir Palomino will Send Jeeves the details.

It doesn't make for a very interesting book to read, and definitely not a game after you do it once or twice.

Hey if it means anything to you, I think this could be a spark for a great bit of fun.


"not very common in fantasy and sf literature"

Really? Have you not watched star trek? Have you not read Forgotten realms books (the high level guys rarely walk anywhere). Heck I remember a scene in Dragon Lance where the mages all used wish spells to teleport out because they didn't bother to memorize the basic teleport.

I've read a large number of Sci Fi books many of them quite old. My Sci Fi wall in the library is 10 feat tall by 15 foot wide in paper backs that I have read. I have books elsewhere that never fit on the shelves, and are in storage. Teleporting isn't in all of them, but its common enough to have established tropes similar to how warp drives are handwaved.

In comics I assume you mean Marvel/DC. Those setting are so internally screwed up they have to destroy everything on a periodic basis to reset story lines. Teleporting exists (and should be common in the alien/cosmic crowd, but lazy writers are lazy and don't think about the result of certain tech changing things), but when it doesn't suit whatever hack they got writing it that month, that power is turned off.

Schlock Mercenary is a Sci Fi web comic that has common long distance teleporting, and counter measures for teleporting. In a world where people teleport around, counter measures would exist. Heck in PF/D&D there are in fact spells that can restrict teleportation.

As for the actual spell, its a 5th level spell, giving up that slot hurts. There is a misfire chance where you don't end up where you want. Even the "scry tele" doesn't work if there are counter measures in play, high level characters know about this kind of thing, and will take counter measures if they can.


Really?

No one yet wondered why he travels to his group by plane?

Is that common practice on your continent? ^^

Anyway, if bringing a battlemap is a problem, but paying plane tickets isn't, I'd suggest getting an ipad (or sth similar) and a beamer. Prepare the maps whereever you have the time, like, when you're waiting at the airport, and then throw them on the table.

You can easily copy maps out of pdfs you own, and there are numerous maps available on the net for free, plus it's easy to combine your own stuff, so you can build up a reasonable collection and always have all the maps wih you.

Regarding the random travel encounters, that's of course a question of personal taste. I, for what it's worth, would tune that down to one or two random encounters every few days of travel. Having multiple random on-the-road fights a day means you got less time to spend on actual plot things.

I wouldn't so much worry about teleport stuff. As has been said, just houserule you can only teleport to places you've been to before, or increase the probability and damage of mishaps... Or maybe if you end up on a second mishap after you rerolled, you are not shunted out... you remains stuck "in" (or maybe "fused with") whatever has been where you end up.

For combat situations, everybody who wants to be teleported has to be in touch with the caster (at least indirectly). Holding on to other people should at least net you some penalties on AC and attacks due to reduced mobility.

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
notabot wrote:

"not very common in fantasy and sf literature"

Really? Have you not watched star trek? Have you not read Forgotten realms books (the high level guys rarely walk anywhere). Heck I remember a scene in Dragon Lance where the mages all used wish spells to teleport out because they didn't bother to memorize the basic teleport.

I've read a large number of Sci Fi books many of them quite old. My Sci Fi wall in the library is 10 feat tall by 15 foot wide in paper backs that I have read. I have books elsewhere that never fit on the shelves, and are in storage. Teleporting isn't in all of them, but its common enough to have established tropes similar to how warp drives are handwaved.

In comics I assume you mean Marvel/DC. Those setting are so internally screwed up they have to destroy everything on a periodic basis to reset story lines. Teleporting exists (and should be common in the alien/cosmic crowd, but lazy writers are lazy and don't think about the result of certain tech changing things), but when it doesn't suit whatever hack they got writing it that month, that power is turned off.

Schlock Mercenary is a Sci Fi web comic that has common long distance teleporting, and counter measures for teleporting. In a world where people teleport around, counter measures would exist. Heck in PF/D&D there are in fact spells that can restrict teleportation.

As for the actual spell, its a 5th level spell, giving up that slot hurts. There is a misfire chance where you don't end up where you want. Even the "scry tele" doesn't work if there are counter measures in play, high level characters know about this kind of thing, and will take counter measures if they can.

For shame, you went through all of that and there was no mention of Alfred Bester's "The Stars My Destination". Probably THE definitive work on a society where teleportation is as common as automobile ownership is today. The Graphic Novel adaptation took 20 years to complete!

Liberty's Edge

As someone whom loves D.D. and teleport to survive, I would ASK you to please think about it. I play in several games and in the last few months have been saved by being able to retreat and plan.

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
jjaamm wrote:
As someone whom loves D.D. and teleport to survive, I would ASK you to please think about it. I play in several games and in the last few months have been saved by being able to retreat and plan.

How did you manage retreats without teleport then? Poster said nothing about eliminating dimension door, he's just trying to kill the travel spell.

Liberty's Edge

The times we needed to retreat have all been with 8-10 characters. It seems the power increase jumps about than. Before than you do the best you can in doing a controlled retreat and that usually means the tank holding off the bad's while the rest get away. Yes D.D. is 4th level and for most situations can get you out of the dungeon. Teleport will allow you to go get that one scroll you need to continue though.


Cyberwolf2xs wrote:

Really?

No one yet wondered why he travels to his group by plane?

Is that common practice on your continent? ^^

Anyway, if bringing a battlemap is a problem, but paying plane tickets isn't, I'd suggest getting an ipad (or sth similar) and a beamer. Prepare the maps whereever you have the time, like, when you're waiting at the airport, and then throw them on the table.

It's been 6-8 years away from DnD, there is no way I'm missing an opportunity to DM :P (besides, it's only a 50 minute flight and only costs $165 per fortnight (I only go once per two weeks)....but then again there is the cost of a hotel for the night....)

I did consider drawing one up myself later (heck, I got the laptop for the sake of when I travel there) towards the start of the session (there's always downtime at the start for a variety of reasons) but the problem is that some of those maps are HUGE (like the one in the harrowing halls). I wish I could say I was a creative person and could come up with maps of my own along with fitting encounters but.... :/

I guess maybe I'm overthinking the teleporting, I really ought to give it a shot and see how it goes (besides, casters will get worse stuff in their arsenal, both before and after teleport).


Thank God for teleport. Overland travel is tedious for most players, unless it is really different. How can you be globe-trotting world powers without teleport? You can't teleport to places you've never seen - and if you are scrying to get somewhere, most baddies of your level will have invested in Forbiddance spells, or teleport diversion spells. And of course, there is the threat of mutual destruction - if your PCs start 'scry and die' feel free to return the favor. What's good for the goose and all that.

I would save my 'teleport ban' for certain areas of the campaign world - in ours, there are a few places where it doesn't function well due to magic catastrophe, dead magic areas, or powerful magical foci.

You don't need a bunch of rabid monsters lurking outside to get the players to roleplay with each other. If they will talk to NPCs, they can be 'forced' to talk to each other:

The PCs meet a travelling merchant on the road, and he is happy for the company and protection, and offers them meals if they will travel with him. During the meals, he asks of their exploits, and maybe shares gossip. He can turn the conversation to politics, and ask questions of whether the PC enjoys the king's rule, or thinks him a fool. Ask what the PC's policy is on captured criminals. What do they think of 'charm person'? Open it up to get them talking.

Then award experience for the role play encounter. They'll see the reward.

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