How do DMs deal with these, especially PS. I am finding it hard to plan for my high level adventures because all they want to do is teleport from place to place, so its becoming more like a shopping trip than an adventure. I spell jammed for a while and they couldn't teleport between spheres, so that helped. But now that we are back on one plane, its hard AF to plan adventures and encounters, because the answer is always either, I know that place we are teleporting or I will use Plane Shift to get us there. I want the high level perks to be there but the ability to just circumvent everything is frustrating.
Sidenote: I covered tonights adventure, as the two places they need to go are one of 7 places that teleport/rifts magic (I am using Feist Midkemia as a world at the moment) block the magic. I can't, however, just continue blocking magical transportation as it is a perk of surviving to 15th level.
Well, if a 15th-level caster wants to burn their only 7th-level spell slot for the day by casting teleport or plane shift, I wouldn't penalize them to heavily for doing so. Understand that you lose some of the potential adventures/encounters when the group merely pops from one place to another, but I would just create some different situations that they need to handle within or close to the destination spot versus on the road.
Plus, keep in mind that both teleport and plane shift have certain limitations within the RAW of each spell. Teleport can potentially go awry and whisk the party to some other location depending on the intended destination and the accuracy roll. Plane shift is potentially less likely to land the party is some unknown place, but this spell also doesn't typically land the caster exactly where they want to go.
You might not be able to run a week long trek across the countryside to get to the new location, but either spell could still deposit the party far enough away from the destination spot to provide you the chance to throw some encounters at them. Or, if you occasionally want to just use some DM's fiat, the teleport spell automatically happens to fail and send them way off target. Wouldn't purposes cause the spell to fail very often, but that can be a short adventure in-and-of itself, especially if they cannot cast the spell multiple times per day.
If a party is planeshitfting to strange planes that there isn't a clear plot thread for, then they're probably looking to (1) have a random encounter with something thematic and challenging, (2) meet a powerful NPC that they want to talk to about a specific goal you know about, or (3) loot a specific type of item or resource. If they pack up and jump to the Abyss, boom, they land on a gargantuan chunk of rotting flesh floating in a sea of acid, while you look up big bad demons in the monster index, or a google a quick 5E random encounter generator. If after that fight they really want to keep wandering around, and don't give you a clear indication of what they're looking for... sorry bros, its just more demons, forever and ever one after another until the party dies or comes up with a reasonable reason to be here that you can work off of? Welcome to Doom, I guess, here's a magical chainsaw.
Now, if there IS a reason that they're in the plane (they're looking for the soul of a dead ally?), then you're just going to have to roll with it, and either confess that you need some time to prepare, or get real good at thinking on the fly. Don't feel like you need to suddenly have a realistic city full of well-detailed NPCs fleshed out for the City of Brass or anything, again, time to be honest and say "if you're really interested in exploring this city, we need to break so I can prepare for that." If instead they're just like "fly to the castle and kick in the door, we're taking the Ifriit King hostage until he gives us what we want!" then... well, you're back to just needing to find some random encounter tables, and maybe some loot, roleplaying a fully realized planar society isn't what they're after.
Ideally, high level parties are fast traveling either to places they've already been before (so you have a context of what you've already put there in the past and what they're hoping to find on a return visit), or to somewhere new that you've told them is plot relevant (in which case, you have a context for what you've prepared for them to find there). That's just normal campaign prep stuff. If they're bamfing to truly bizarre parts unknown, just fight them, or improv a single stereotypical planar representative NPC, until they go away or give you time to prep.
I kind of did this with spell jamming, as I ruled from some other sources, that all teleport between crystal spheres was prohibited and that you could only enter into and out of spheres via the flow. This worked great. The ship even stopped for supplies somewhere and we had a great, unanticipated battle with Yuan-ti slavers.
I am groovy with the travel on Faerun. I expect it. I tried to go somewhere new where it required some arcane puzzles to unlock stuff and forced them to meet new people and places. You opened my eyes up to the loop hole in Planeshift for this part of the campaign. Where they have gone, the planes are not the same as they are in Faerun, so they don't even know the names of the planes or any locations or beings in those planes, so they won't be able to shift from the plane they're one to another one and plane shift back.
Are you considering the material component for Plane Shift? You need a tuning fork attuned to the particular plane. If you don't want them to plane shift somewhere, just don't give them the necessary tuning fork. Something that lets you go to the nine hells isn't exactly the kind of thing you find at the general store. Not to mention needing another tuning fork for the Prime Material Plane if they want to get back.
Are you considering the material component for Plane Shift? You need a tuning fork attuned to the particular plane. If you don't want them to plane shift somewhere, just don't give them the necessary tuning fork. Something that lets you go to the nine hells isn't exactly the kind of thing you find at the general store. Not to mention needing another tuning fork for the Prime Material Plane if they want to get back.
Got to agree with this though I wouldn't make getting tuning fork for the prime material plane too difficult. (Either 250GP for a blank with an arcana check while ni the prime material plane to tune it or 250GP for a tuned fork from a magic shop or some other NPC). If there is a cleric in the party word of recall can get them back home anyway.
Plane Shift is very imprecise and requires costly components - which are difficult to make or come by.
You are the DM. Just say the area is protected or an effect from long ago can cause problems with teleportation magic (like Aeor in Critical Role).
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A quick chat with your players can't hurt. Tell them you'd like to put more exploration into the game, but teleporting everywhere is making it difficult.
There's really two main possibilities here:
The party (or maybe just 1-2 players) aren't interested in travel/exploration and are using spells to specifically avoid it. In that case, it might be helpful to discuss everyone's expectations of the game and find a way to realign them.
The players are just excited to use their cool spells. In this case, just telling them "Hey, I'd like to do some fun things while you travel. Let's figure out a reason your characters might not want to teleport straight there this time." You can still let them flex the spells other times, but it's not always a bad thing to just communicate directly to the players about what you'd like to do with the game.
How do DMs deal with these, especially PS. I am finding it hard to plan for my high level adventures because all they want to do is teleport from place to place, so its becoming more like a shopping trip than an adventure. I spell jammed for a while and they couldn't teleport between spheres, so that helped. But now that we are back on one plane, its hard AF to plan adventures and encounters, because the answer is always either, I know that place we are teleporting or I will use Plane Shift to get us there. I want the high level perks to be there but the ability to just circumvent everything is frustrating.
Sidenote: I covered tonights adventure, as the two places they need to go are one of 7 places that teleport/rifts magic (I am using Feist Midkemia as a world at the moment) block the magic. I can't, however, just continue blocking magical transportation as it is a perk of surviving to 15th level.
Well, if a 15th-level caster wants to burn their only 7th-level spell slot for the day by casting teleport or plane shift, I wouldn't penalize them to heavily for doing so. Understand that you lose some of the potential adventures/encounters when the group merely pops from one place to another, but I would just create some different situations that they need to handle within or close to the destination spot versus on the road.
Plus, keep in mind that both teleport and plane shift have certain limitations within the RAW of each spell. Teleport can potentially go awry and whisk the party to some other location depending on the intended destination and the accuracy roll. Plane shift is potentially less likely to land the party is some unknown place, but this spell also doesn't typically land the caster exactly where they want to go.
You might not be able to run a week long trek across the countryside to get to the new location, but either spell could still deposit the party far enough away from the destination spot to provide you the chance to throw some encounters at them. Or, if you occasionally want to just use some DM's fiat, the teleport spell automatically happens to fail and send them way off target. Wouldn't purposes cause the spell to fail very often, but that can be a short adventure in-and-of itself, especially if they cannot cast the spell multiple times per day.
If a party is planeshitfting to strange planes that there isn't a clear plot thread for, then they're probably looking to (1) have a random encounter with something thematic and challenging, (2) meet a powerful NPC that they want to talk to about a specific goal you know about, or (3) loot a specific type of item or resource. If they pack up and jump to the Abyss, boom, they land on a gargantuan chunk of rotting flesh floating in a sea of acid, while you look up big bad demons in the monster index, or a google a quick 5E random encounter generator. If after that fight they really want to keep wandering around, and don't give you a clear indication of what they're looking for... sorry bros, its just more demons, forever and ever one after another until the party dies or comes up with a reasonable reason to be here that you can work off of? Welcome to Doom, I guess, here's a magical chainsaw.
Now, if there IS a reason that they're in the plane (they're looking for the soul of a dead ally?), then you're just going to have to roll with it, and either confess that you need some time to prepare, or get real good at thinking on the fly. Don't feel like you need to suddenly have a realistic city full of well-detailed NPCs fleshed out for the City of Brass or anything, again, time to be honest and say "if you're really interested in exploring this city, we need to break so I can prepare for that." If instead they're just like "fly to the castle and kick in the door, we're taking the Ifriit King hostage until he gives us what we want!" then... well, you're back to just needing to find some random encounter tables, and maybe some loot, roleplaying a fully realized planar society isn't what they're after.
Ideally, high level parties are fast traveling either to places they've already been before (so you have a context of what you've already put there in the past and what they're hoping to find on a return visit), or to somewhere new that you've told them is plot relevant (in which case, you have a context for what you've prepared for them to find there). That's just normal campaign prep stuff. If they're bamfing to truly bizarre parts unknown, just fight them, or improv a single stereotypical planar representative NPC, until they go away or give you time to prep.
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I'm going to make this way harder than it needs to be.
Thanks for the feedback.
I kind of did this with spell jamming, as I ruled from some other sources, that all teleport between crystal spheres was prohibited and that you could only enter into and out of spheres via the flow. This worked great. The ship even stopped for supplies somewhere and we had a great, unanticipated battle with Yuan-ti slavers.
I am groovy with the travel on Faerun. I expect it. I tried to go somewhere new where it required some arcane puzzles to unlock stuff and forced them to meet new people and places. You opened my eyes up to the loop hole in Planeshift for this part of the campaign. Where they have gone, the planes are not the same as they are in Faerun, so they don't even know the names of the planes or any locations or beings in those planes, so they won't be able to shift from the plane they're one to another one and plane shift back.
Are you considering the material component for Plane Shift? You need a tuning fork attuned to the particular plane. If you don't want them to plane shift somewhere, just don't give them the necessary tuning fork. Something that lets you go to the nine hells isn't exactly the kind of thing you find at the general store. Not to mention needing another tuning fork for the Prime Material Plane if they want to get back.
Got to agree with this though I wouldn't make getting tuning fork for the prime material plane too difficult. (Either 250GP for a blank with an arcana check while ni the prime material plane to tune it or 250GP for a tuned fork from a magic shop or some other NPC). If there is a cleric in the party word of recall can get them back home anyway.
There are spells that prevent teleportation.
Teleport has risks.
Plane Shift is very imprecise and requires costly components - which are difficult to make or come by.
You are the DM. Just say the area is protected or an effect from long ago can cause problems with teleportation magic (like Aeor in Critical Role).
Click ✨ HERE ✨ For My Youtube Videos featuring Guides, Tips & Tricks for using D&D Beyond.
Need help with Homebrew? Check out ✨ this FAQ/Guide thread ✨ by IamSposta.
A quick chat with your players can't hurt. Tell them you'd like to put more exploration into the game, but teleporting everywhere is making it difficult.
There's really two main possibilities here:
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