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<blockquote data-quote="TwinBahamut" data-source="post: 5976324" data-attributes="member: 32536"><p>You know, I don't agree with the phrasing I'm about to use very often but...</p><p></p><p>You make a good argument that we should just take all the problem spells like save-or-die, teleport, scrying, and so on, and stuff them in an optional module far away from the core. They're landmines, not brakes. They appeal to certain fans, but they cause endless problems for others, and they often have unpredictable and severely negative impact on the majority of campaigns. They should be isolated off in an optional supplement with a giant surgeon general's warning saying "dangerous: use at your own risk." A few essays on <em>why</em> these spells are bad might be nice, as well. They can call it the Tome of Forbidden Magic.</p><p></p><p>If, as you say, no spell is necessary to the game and anything can be cut, and that everything is an option, then this shouldn't be a problem for you, right?</p></blockquote><p></p>
[QUOTE="TwinBahamut, post: 5976324, member: 32536"] You know, I don't agree with the phrasing I'm about to use very often but... You make a good argument that we should just take all the problem spells like save-or-die, teleport, scrying, and so on, and stuff them in an optional module far away from the core. They're landmines, not brakes. They appeal to certain fans, but they cause endless problems for others, and they often have unpredictable and severely negative impact on the majority of campaigns. They should be isolated off in an optional supplement with a giant surgeon general's warning saying "dangerous: use at your own risk." A few essays on [i]why[/i] these spells are bad might be nice, as well. They can call it the Tome of Forbidden Magic. If, as you say, no spell is necessary to the game and anything can be cut, and that everything is an option, then this shouldn't be a problem for you, right? [/QUOTE]
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