![]() The average orc can take you out in one hit. Level 1 you're practically a commoner and you suck bad. There's no way in hell you're going to survive hordes of orcs like Aragorn did. Second, you can't even run LotR with levels 1-3. Why not? What's the big boogie boogie about gaining levels?ĭbb at ] They don't fight the Balrog - the GM's pet NPC, the guy who's actually a demigod, fights the Balrog.Īnd as an extra bonus, you never have to deal with teleport, polymorph/shapechange, fly, improved invisibility, etc., etc., all of which, at various points, you have inveighed against as overpowered. There's never a point where they actually want to stand and fight against the Nazgul because they think they have a chance - whenever they do face the Nazgul, because they can't run away, either (a) they manage to survive because of a story effect (Nazgul are scared of fire and flee from Aragorn's torches, Merry has a magic sword of Nazgul Slaying), or (b) they manage to survive by evading the encounter (the Ring Wraith blows his spot check and fails to notice four hobbits cowering under a root), or (c) because the GM hauls out the Deus Ex Machina (Elrond shows up and makes a river overflow). They mostly fight orcs, half-orcs, goblins, other people, and I guess the occasional oliphaunt. On the other hand, if you're in a world where most of the opposition tends to consist of other humans, demi-humans, and humanoids, wild animals, and the occasional really scary monster like a minotaur or an owlbear or whatever - then third level is actually pretty good.Īnd that is in fact pretty much the world that the Fellowship of the Ring - which I know happens to be sort of your yardstick for fantasy gaming - lives in. If you play in a game where ancient dragons terrorize the land and gates to the Abyss open left and right, third level sucks pretty hard. I mean, hell, yeah, if you're in the Forgotten Realms, the guy who shines your boots when you wake up in the morning is probably higher than third level. Well, that sort of depends on what kind of opposition you, the GM, put into the world, doesn't it? This sort of teleport takes you from Shadowdale to Undermountain without any travel time or random encountes, but can't ever get you further than the first room of the dungeon or into a bank vaultĪnd I would rework the spell, feats and items of D&D to all follow one of these paradigmsĪnd level 3 power wise is still very weak. Sometimes the portals are permanent, sometimes temporary (but temporary portals always stay open long enough for someone else to leap through before it closes), sometimes anyone can walk through and sometimes they require a key word or phrase.ģ. ![]() Anyone going through portal/door/gate/hole in time A ends up at location B. This should really just be some combination of slightly increased speed and an avoidance of AoOs and many terrain obstacles.Ģ. You get to move real fast and pop up behind some unsuspecting fool, but you don't really go anywhere beyond the scope of the current fight. This is a lot like running with invisibility up. In fiction there are basically three types of teleport:ġ. Those fight (or stealth) scenes getting into and out of the enemy base are important and not just fluff.Īctually, were I to rewrite teleportation in D&D, I'd want to do it a lot like RC suggests. Star Wars likely wouldn't have been the same movie if Han Solo could just teleport to Leia's holding cell free her, then teleport to the rebel base. ![]() That's it.Īs for content skipping, it entirely depends on which content you want to skip. ![]() It's basically a tool for high level characters who want to whip out their enormous penis and beat some low level guy with it. I'm not even sure it has a place in *any* kind of game, because frankly it's just not very fun. Teleport ambush isn't heroic, and as such it has absolutely no place in a game of heroic fantasy. Similarly, scry teleporting past the big dungeon and confronting the evil warlord when he's unarmored and squatting over his chamber pot is also contrary to the game you want to create. In a game of brave heroes taking risks, sitting immortal and invulnerable in your sanctuary astrally projecting everywhere is totally contrary to the game you want to create. Yes, some spells are unbalanced in concept, such as astral projection. Any balancing discussion is going to be meaningless if you are not willing to balance the current spell, which does include content skipping and ambushing.
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