New DM: Moding Races and templates [Archive] - Wizards Community

Post/Author/DateTimePost
Cyruscore

04-02-07, 11:51 PM
I am starting my first campaign and I am encouraging fantastic characters, tho I have already learned of the dangers that doing so has toward a campaign. Still, I won't change that fact.

However, I have a player who wants to give his character the ability to teleport as the spell, and I am assuming he wants it at will. I have already decided that I won't allow that outright. Instead I was hoping to compromise. At his current level ( Lvl 3 + 4 LA ), he can cast it once/week but doing so exhausts him. As he levels up, I was thinking of lessening that to fatigue and nothing once he reaches the same level that a Wizard can cast it. I think this is fair and will do a great job of balancing his character with the others. What do you guys think?
meabolex

04-03-07, 07:47 AM
Teleport can be a very powerful spell. If you're not ready for it as a DM, it can cause some problems in certain situations.

I guess it depends primarily on the character. If the ability adds too much combat effectiveness for the level, then obviously it's bad. Then again, adding a penalty that has relatively little effect out of combat (like exhaustion) doesn't make the teleport less powerful in that context.

Keep in mind the hop-across-the-plane spells can seriously change the scope of a game. Perhaps a dimension door spell-like ability with a limited number of uses per day (1-3) would be better for a 7th level equivalent character. Then, perhaps a bit later it can become teleport and later greater teleport.