I'd say that issue is fairly wide spread across 2024 with not only teleport but other abilities. Shoves for example used to be fairly niche the warlock and a couple subclasses, now they are everywhere. And i think overall it makes the game worse with that much overlap in abilities.
(complains about lack of options)
(Gets mad when people start using options)
Giving everyone the same options doesn't add a lot of options. It just blandifies everything.
I am not anti-Misty Step/Temp HP, but I do think that there are enough sources for those abilities already and would like to see something new in any future UA's.
Teleportation has always been fairly common place in 5th edition, it's not new to the 2024 rules. Imo it's neither boring (teleportation encourages interesting movement) nor excessive
The only reason I agree is that opportunity attacks ruined mobility to start with, on top of slowing down the game. If 2024 dropped ubiquitous opportunity attacks, you wouldn't need teleportation to encourage interesting movement. It's a clumsy bandage. The 2024 solution requires all characters to be either martial/stationary or rogues/magical/mobile. The side effect is that if you want to make a non-rogue character mobile, you must also make it possible for that character to violate physics. Plenty of us argued this in 2013-14, when the devs could have elected to make opportunity attacks more rare or locked them to certain archetypes. We were arguing from the experience in 3e, where the issue was even worse.
Teleportation has always been fairly common place in 5th edition, it's not new to the 2024 rules. Imo it's neither boring (teleportation encourages interesting movement) nor excessive
The only reason I agree is that opportunity attacks ruined mobility to start with, on top of slowing down the game. If 2024 dropped ubiquitous opportunity attacks, you wouldn't need teleportation to encourage interesting movement. It's a clumsy bandage. The 2024 solution requires all characters to be either martial/stationary or rogues/magical/mobile. The side effect is that if you want to make a non-rogue character mobile, you must also make it possible for that character to violate physics. Plenty of us argued this in 2013-14, when the devs could have elected to make opportunity attacks more rare or locked them to certain archetypes. We were arguing from the experience in 3e, where the issue was even worse.
One idea I had to make opportunity attacks less brutal is making monsters not add their ability modifier to the damage of them.
Teleportation has always been fairly common place in 5th edition, it's not new to the 2024 rules. Imo it's neither boring (teleportation encourages interesting movement) nor excessive
The only reason I agree is that opportunity attacks ruined mobility to start with, on top of slowing down the game. If 2024 dropped ubiquitous opportunity attacks, you wouldn't need teleportation to encourage interesting movement. It's a clumsy bandage. The 2024 solution requires all characters to be either martial/stationary or rogues/magical/mobile. The side effect is that if you want to make a non-rogue character mobile, you must also make it possible for that character to violate physics. Plenty of us argued this in 2013-14, when the devs could have elected to make opportunity attacks more rare or locked them to certain archetypes. We were arguing from the experience in 3e, where the issue was even worse.
One idea I had to make opportunity attacks less brutal is making monsters not add their ability modifier to the damage of them.
My gripe isn’t how much damage opportunity attacks deal—it’s that their very existence drags the game out and makes it less fun for me.
Close‑combat in D&D is already a tough nut to crack. You’re constantly juggling high damage risk, aura effects, melee traps, and “death‑throes”‑style abilities. Melee fighters in 5e have already been suffering with a baseline level of boring—they often end up doing the same vanilla attack over and over with little else to spice things up.
On top of that, opportunity attacks pile on extra mental overhead. Every time you want to move while engaged in melee, you have to consider whether it will provoke, and whether the movement is then worthwhile at all. That creates a no‑win situation. You can either stay put, making combat feel static and boring, or you can move, which risks triggering one or more opportunity attacks, each of which adds another round of dice‑rolling. This slowes down encounters, which are already too long in 5e. Opportunity attacks can be interesting in limited doses, but when every monster gets to use it, the mechanic loses its value.
It doesn’t matter how much damage the attacks actually do; the slowdown alone is enough to kill the momentum. There is a simple fix.
Opportunity attacks shouldn’t be a default ability for every PC or monster. Instead, treat them as an uncommon special feature reserved for characters who truly excel at close‑quarters combat and whose fantasy concept supports it—think dedicated duelists, berserkers, or monsters built around melee dominance. This would also provide the benefit of allowing melee tanks to feel more like tanks.
I've pondering the Nightcrawler approach to teleportation from Xmen. Basically teleporting through hell.... at some point it has to go wrong.
Giving everyone the same options doesn't add a lot of options. It just blandifies everything.
I find it hard to pity warlocks given they are so OP.
pity the ranger. Pity the 2024 druid.
But WARLOCKS???
I am not anti-Misty Step/Temp HP, but I do think that there are enough sources for those abilities already and would like to see something new in any future UA's.
She/Her Player and Dungeon Master
Warlocks might be better off than rogues but they are far from OP. They are weaker than the druid.
The only reason I agree is that opportunity attacks ruined mobility to start with, on top of slowing down the game. If 2024 dropped ubiquitous opportunity attacks, you wouldn't need teleportation to encourage interesting movement. It's a clumsy bandage. The 2024 solution requires all characters to be either martial/stationary or rogues/magical/mobile. The side effect is that if you want to make a non-rogue character mobile, you must also make it possible for that character to violate physics. Plenty of us argued this in 2013-14, when the devs could have elected to make opportunity attacks more rare or locked them to certain archetypes. We were arguing from the experience in 3e, where the issue was even worse.
One idea I had to make opportunity attacks less brutal is making monsters not add their ability modifier to the damage of them.
I love Warlocks but a caster with only two spell slots and a decent cantrip they spam is far from over powered
My gripe isn’t how much damage opportunity attacks deal—it’s that their very existence drags the game out and makes it less fun for me.
Close‑combat in D&D is already a tough nut to crack. You’re constantly juggling high damage risk, aura effects, melee traps, and “death‑throes”‑style abilities. Melee fighters in 5e have already been suffering with a baseline level of boring—they often end up doing the same vanilla attack over and over with little else to spice things up.
On top of that, opportunity attacks pile on extra mental overhead. Every time you want to move while engaged in melee, you have to consider whether it will provoke, and whether the movement is then worthwhile at all. That creates a no‑win situation. You can either stay put, making combat feel static and boring, or you can move, which risks triggering one or more opportunity attacks, each of which adds another round of dice‑rolling. This slowes down encounters, which are already too long in 5e. Opportunity attacks can be interesting in limited doses, but when every monster gets to use it, the mechanic loses its value.
It doesn’t matter how much damage the attacks actually do; the slowdown alone is enough to kill the momentum. There is a simple fix.
Opportunity attacks shouldn’t be a default ability for every PC or monster. Instead, treat them as an uncommon special feature reserved for characters who truly excel at close‑quarters combat and whose fantasy concept supports it—think dedicated duelists, berserkers, or monsters built around melee dominance. This would also provide the benefit of allowing melee tanks to feel more like tanks.