Quote Originally Posted by Palanan View Post
Would it matter much if Teleportation was trimmed to ten miles per CL, or even one mile? Would this change the dynamics of mid-level campaigns, or would it not have much effect?
That depends a lot on what your game world is like and where they are in it. Teleportation with a minimum range of 900 miles means the characters are pretty much past the point where you can limit what they're allowed to buy based on town size, since they are almost always within teleportation range of a city big enough to buy about anything they want. It also takes travel time (as well as the random encounters frequently associated with travel) out of the equation for the most part. It also makes some other things, such as worrying about whether you have enough food and water to survive the trek to the evil temple, how to transport all your loot back to town before someone else comes along and takes it, etc. Although a lot of those sorts of challenges are gone by that level anyway.

It's hard to say what lowering it to a minimum of 90 miles would do. Do you find your players are frequently more than 90 but less than 900 miles from civilization?

Lowering it to 1 mile/CL is going to mean a lot of people probably don't take it. It's not much use for utility at that point. You can't go far enough with it to be worth the spell slot. It's best use at that range is probably to escape from a fight you're losing.

Really, whether lowering the range will help you is going to depend on what exactly the players were doing with teleport that caused you problems.