My favorite power – Teleportation
Teleportation has long been my favorite superpower and always my favorite thing to do in D&D. As a player, I loved my Assassin’s at-will teleportation, stepping into one person’s shadow only to appear within my enemies’. My teleporting Swordmage, instantly appearing to smite my marked foe, if he dares to ignore me. And as a DM, nothing messes with your player’s well laid plans as a teleporting and phasing Gish Assassin.
Wizards of the Coast has started up a new article series talking about various rules of the game and their first discussion is about Teleportation. It discusses the original rules and the recent rules updates.
If you want to get up to date about the various rules and updates to the teleporting power in D&D check out their new article.











July 14th, 2010 - 02:36
I think the risk with Teleportation is that it always hovers around being over powered. It works well in something like D&D4 where getting in/out of the right spot on the battlefield is important but it’s a royal pain in the arse if you’re trying to run a more diplomatic orientated kill/save the king style of scenario.
July 14th, 2010 - 09:15
That’s when you give the evil nemesis the Rod of Teleportation Negation…. yeah I made it up