Yes across a bajillion supplements eventually 3.0 had more short range teleport spells. Of course unless you took the quicken metamagic which bumped them up 4 spell levels it was your action, so not really the same thing.
In 5e24 every combat is like watching a flea circus with how much teleporting occurs.
That has not been my experience at all. And I've played an Archfey warlock
Maybe the effects that teleport hard counters are more common in my game but even in 2014 it was bordering too often, in 2024 at my table its a near constant stream of teleport effects.
There were a few that were Swift Actions. There was also some Classes and Prestige Classes that could just quicken so many times per day for free, without higher level slot. As well as Items that would let you Quicken without higher or as high a level slot.
There were a few that were Swift Actions. There was also some Classes and Prestige Classes that could just quicken so many times per day for free, without higher level slot. As well as Items that would let you Quicken without higher or as high a level slot.
Maybe off hand I do not remember any but they have 100 supplements, with enough bloat something will be in the game. But i don't think that really represents the game. Like I don't include chronomancer as part of 5es powerscale, it exists, but sometimes they add enough crap in supplements over the top things slide in.
It's important to remember that in 5e, mechanics are generic containers for abilities that can manifest very differently in the game world. A shadow monk is teleporting by sinking into a shadow and emerging from another, a wildfire druid is turning into a spark and zipping across the battlefield, and so on.
When you boil combat down to it's absolute essentials, you really only have two things: attack and move. So it makes sense there's lots of movement features. It also makes sense that a lot of these fall into the teleport bucket because 1) teleporting is cool and 2) teleporting is not complicated. It's also commonly an "acceptable" way to give martial classes supernatural powers.
Take a look at some of the 4e teleport builds and you'll realize that this is pretty toned down. There were bait & switchers, slashing wakers, and builds that that could just play lying down because they ONLY teleported to move. And honestly? It was fun.
Yes across a bajillion supplements eventually 3.0 had more short range teleport spells. Of course unless you took the quicken metamagic which bumped them up 4 spell levels it was your action, so not really the same thing.
Maybe the effects that teleport hard counters are more common in my game but even in 2014 it was bordering too often, in 2024 at my table its a near constant stream of teleport effects.
There were a few that were Swift Actions. There was also some Classes and Prestige Classes that could just quicken so many times per day for free, without higher level slot. As well as Items that would let you Quicken without higher or as high a level slot.
"Not getting cut into bloody littles slices, That's the key to a sound plan."
Maybe off hand I do not remember any but they have 100 supplements, with enough bloat something will be in the game. But i don't think that really represents the game. Like I don't include chronomancer as part of 5es powerscale, it exists, but sometimes they add enough crap in supplements over the top things slide in.
It's important to remember that in 5e, mechanics are generic containers for abilities that can manifest very differently in the game world. A shadow monk is teleporting by sinking into a shadow and emerging from another, a wildfire druid is turning into a spark and zipping across the battlefield, and so on.
When you boil combat down to it's absolute essentials, you really only have two things: attack and move. So it makes sense there's lots of movement features. It also makes sense that a lot of these fall into the teleport bucket because 1) teleporting is cool and 2) teleporting is not complicated. It's also commonly an "acceptable" way to give martial classes supernatural powers.
Take a look at some of the 4e teleport builds and you'll realize that this is pretty toned down. There were bait & switchers, slashing wakers, and builds that that could just play lying down because they ONLY teleported to move. And honestly? It was fun.
My homebrew subclasses (full list here)
(Artificer) Swordmage | Glasswright | (Barbarian) Path of the Savage Embrace
(Bard) College of Dance | (Fighter) Warlord | Cannoneer
(Monk) Way of the Elements | (Ranger) Blade Dancer
(Rogue) DaggerMaster | Inquisitor | (Sorcerer) Riftwalker | Spellfist
(Warlock) The Swarm