Looking for insight/clarification/how you would rule, when it comes to teleporting.
If a player buys an item in a town they are passing through-have never been there before, they then teleport to another town, say the hometown of one of the characters so no issues getting there, and then want to teleport back to the town where they item was purchased. Does that give "associated object" familiarity?
What about coins? Player buys an item and gets change, does the party teleport back to where they got the coin as change, or to wherever the coin was 6 months ago?
They pick up a stick in a city, do they teleport to the tree or to where they picked up the stick?
How to keep them from picking up every random mundane object so they can have "associated object"?
The rules for that section of teleport are somewhat unclear. The way I see it, there are two ways to rule it.
The first is that anything taken while within a location counts as an associated object. This would allow things like purchased items, change, and sticks.
The second is that an object is only an associated object when it is taken directly from the environment. This would allow things like sticks, but not purchased items or change, since they weren't taken directly from the environment.
I'd lean towards the second ruling, especially since all of the examples from the text (a book from a wizard's library, bed linen from a royal suite, and a chunk of marble from a lich's secret tomb) are taken directly from the environment.
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It depends on the object. If it's always been there, then yes. If it turned up yesterday from halfway across Toril, then no.
It would depend upon how keen I was for it to work. See response 1.
I'd say the tree. It gives you a way out if you want it to fail.
Tell them that in your world, that doesn't work. Insist that to work, the object must have a significant and residual history with the location. Or you could impose a minimum good value. Alternatively, a few mishaps where they think a coin found in Neverwinter would work, but instead they find that it's actually from Ten-Towns in Icewind Dale will teach them to be discerning.
Note: The above is about personal judgements, I'm not claiming any to be RAW-compliant.
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I think the rule of thumb I'd use is "anything that has spent a substantial amount of time in the location". Coins? Probably not; they circulate. A purchased object? Only if it was made there, or stored there for some time. (And it has to be the specific location, not more generally "the city".)
Is this a problem you actually have, or just speculation? And is it truly a problem if the players do this?
In practice, I'd expect the required bookkeeping, which you should totally make the players do if they come up with this scheme, will lead to this not working out in the long run.
Here's what I would tell my players if they asked me this: "You know teleportation circles exist for a reason, right?" and "Can't you just scoop up a jar of dirt like a normal person?"
Here's how I would rule it:
If the item is something the town is known for, such as a "It's Toulet to Pologize" keychain, it counts. Or if it's something locally created. If it's something imported, then it wouldn't work.
Coins would be associated with the kingdom they were minted in. While it would get you to that Kingdom, it's too vague for any specific location. And, reasonably, nobody keeps track of where they've picked up every coin in their pouch.
The caster is selecting the location. They can attempt to teleport to the location they picked the stick (or other item up) but they don't know where the tree the stick came from is located. But if the check is failed then them hearing a Treant exclaim "My baby!!!" as they appeared somewhere in the middle of an unknown woods would be entertaining.
The Associated Object has to have been acquired within the past six months. And encumbrance rules apply so it's not a good idea to be that much of a hoarder.
Honestly, given that it's using a 7th level slot, I wouldn't fight too hard against players picking up a few associated items. There's already spells to block players teleporting into locations you don't want, and by that point they should have several teleport circle coordinates, so relatively speaking the party should already have a fair number of landing points within the campaign region and it doesn't materially alter their ability to use Teleport for a quick getaway.
Looking for insight/clarification/how you would rule, when it comes to teleporting.
If a player buys an item in a town they are passing through-have never been there before, they then teleport to another town, say the hometown of one of the characters so no issues getting there, and then want to teleport back to the town where they item was purchased. Does that give "associated object" familiarity?
What about coins? Player buys an item and gets change, does the party teleport back to where they got the coin as change, or to wherever the coin was 6 months ago?
They pick up a stick in a city, do they teleport to the tree or to where they picked up the stick?
How to keep them from picking up every random mundane object so they can have "associated object"?
When you teleport to the location of an "Associated object" it means that you possess an object taken from the desired destination within the last six months, this regardless of how long said item was there before taking it. Exemples infer being there for some time, but the actual rule don't specify any.
If my player was carrying a bag of sticks and coins as "associated objects," I'd be awfully tempted to have a mischievous fey swap the labels or the whole thing to dump out and get mixed up...
But what I would actually do is prompt the players to choose objects that are solidly and obviously from that location. If it's a royal's "bed linen" like in the description, it would need to be monogrammed. If it's a fragment of a tomb, it would need to have a bit of recognizable carving or decoration to it. If it's a stick, it better be the stick of a totally unique and special kind of tree that only grows in that area. Basically, if you had to label it to remember where it came from, it's not gonna work.
But that's just me. The spell is worded pretty openly and is going to require some DM ruling when the players push it like this.
Looking for insight/clarification/how you would rule, when it comes to teleporting.
If a player buys an item in a town they are passing through-have never been there before, they then teleport to another town, say the hometown of one of the characters so no issues getting there, and then want to teleport back to the town where they item was purchased. Does that give "associated object" familiarity?
What about coins? Player buys an item and gets change, does the party teleport back to where they got the coin as change, or to wherever the coin was 6 months ago?
They pick up a stick in a city, do they teleport to the tree or to where they picked up the stick?
How to keep them from picking up every random mundane object so they can have "associated object"?
The rules for that section of teleport are somewhat unclear. The way I see it, there are two ways to rule it.
The first is that anything taken while within a location counts as an associated object. This would allow things like purchased items, change, and sticks.
The second is that an object is only an associated object when it is taken directly from the environment. This would allow things like sticks, but not purchased items or change, since they weren't taken directly from the environment.
I'd lean towards the second ruling, especially since all of the examples from the text (a book from a wizard's library, bed linen from a royal suite, and a chunk of marble from a lich's secret tomb) are taken directly from the environment.
Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny.
Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
How I'm posting based on text formatting: Mod Hat Off - Mod Hat Also Off (I'm not a mod)
Note: The above is about personal judgements, I'm not claiming any to be RAW-compliant.
Want to play D&D? Try the following resources first (each section withing vertical bars is a clickable link to find the resource).
|The free Basic Rules.|
|Some free short adventures| and |some more here too.| |Here is a series of encounters, some of which link together form a mini-adventure|.
You've played a few games and now want to buy materials? |Here's my guide on what to buy next|.
I think the rule of thumb I'd use is "anything that has spent a substantial amount of time in the location". Coins? Probably not; they circulate. A purchased object? Only if it was made there, or stored there for some time. (And it has to be the specific location, not more generally "the city".)
Is this a problem you actually have, or just speculation? And is it truly a problem if the players do this?
In practice, I'd expect the required bookkeeping, which you should totally make the players do if they come up with this scheme, will lead to this not working out in the long run.
Really, this is what Teleport Circle is for.
It came up in the last session.
Here's what I would tell my players if they asked me this: "You know teleportation circles exist for a reason, right?" and "Can't you just scoop up a jar of dirt like a normal person?"
Here's how I would rule it:
Honestly, given that it's using a 7th level slot, I wouldn't fight too hard against players picking up a few associated items. There's already spells to block players teleporting into locations you don't want, and by that point they should have several teleport circle coordinates, so relatively speaking the party should already have a fair number of landing points within the campaign region and it doesn't materially alter their ability to use Teleport for a quick getaway.
When you teleport to the location of an "Associated object" it means that you possess an object taken from the desired destination within the last six months, this regardless of how long said item was there before taking it. Exemples infer being there for some time, but the actual rule don't specify any.
If my player was carrying a bag of sticks and coins as "associated objects," I'd be awfully tempted to have a mischievous fey swap the labels or the whole thing to dump out and get mixed up...
But what I would actually do is prompt the players to choose objects that are solidly and obviously from that location. If it's a royal's "bed linen" like in the description, it would need to be monogrammed. If it's a fragment of a tomb, it would need to have a bit of recognizable carving or decoration to it. If it's a stick, it better be the stick of a totally unique and special kind of tree that only grows in that area. Basically, if you had to label it to remember where it came from, it's not gonna work.
But that's just me. The spell is worded pretty openly and is going to require some DM ruling when the players push it like this.
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