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<blockquote data-quote="Dark Mistress" data-source="post: 5976339" data-attributes="member: 11816"><p>I can see where you are coming from, but it hasn't been my experience always. While I do agree with you a little. I am playing Pathfinder right now so that shapes my responses.</p><p></p><p></p><p></p><p>In my experience when it happens no one felt it ruined their fun and instead people would cheer including the fighters and often joke it's about time the wizard pulled his weight. Not that he wasn't but just jerking his chain. In my experience all this did was let them move on to face at least one more encounter. If it was the final encounter normally the PC's would be beat up and now they don't have to risk death. So would leave more time for wrap up, heading back to town RPing and no one cared the fight didn't take rounds of game time and a hour or more of real time.</p><p> </p><p></p><p></p><p>True they can at the price of using up a spell every time they take the rogues place which can eat up a lot of spells in a hurry. Now teleport spells I do agree with you on.</p><p> </p><p></p><p></p><p>Has never been a big problem for us, they don't last that long. They are used in fights a lot but that's about it. Ever so often one is used for something else but not to often.</p><p> </p><p></p><p></p><p>I do agree in 3E these where a problem, I feel Pathfinder has fixed them.</p><p> </p><p></p><p></p><p>Yes the scry/teleport/nuke attack is a problem at high level. But more due to teleport which i will get to.</p><p> </p><p></p><p></p><p>The final group some can be a issue sometimes. The big spells that I and my group think can still be a issue are some divination spells(to easy to gather information, removes mysteries from the game) and teleport. divination our fix was just not to make them 100% reliable. Like zone of truth, give the target a save each round, caster knows the target likely told the truth most of the time but maybe not all of it. Things like that we found helped a lot, then teleport the easy fix is, you can only teleport to places you have physically been to before.</p><p></p><p>So I agree with you that some spells can still be a problem. But I think the way they need to be addressed in 5E is just to have them tweaked, not removed from the game.</p></blockquote><p></p>
[QUOTE="Dark Mistress, post: 5976339, member: 11816"] I can see where you are coming from, but it hasn't been my experience always. While I do agree with you a little. I am playing Pathfinder right now so that shapes my responses. In my experience when it happens no one felt it ruined their fun and instead people would cheer including the fighters and often joke it's about time the wizard pulled his weight. Not that he wasn't but just jerking his chain. In my experience all this did was let them move on to face at least one more encounter. If it was the final encounter normally the PC's would be beat up and now they don't have to risk death. So would leave more time for wrap up, heading back to town RPing and no one cared the fight didn't take rounds of game time and a hour or more of real time. True they can at the price of using up a spell every time they take the rogues place which can eat up a lot of spells in a hurry. Now teleport spells I do agree with you on. Has never been a big problem for us, they don't last that long. They are used in fights a lot but that's about it. Ever so often one is used for something else but not to often. I do agree in 3E these where a problem, I feel Pathfinder has fixed them. Yes the scry/teleport/nuke attack is a problem at high level. But more due to teleport which i will get to. The final group some can be a issue sometimes. The big spells that I and my group think can still be a issue are some divination spells(to easy to gather information, removes mysteries from the game) and teleport. divination our fix was just not to make them 100% reliable. Like zone of truth, give the target a save each round, caster knows the target likely told the truth most of the time but maybe not all of it. Things like that we found helped a lot, then teleport the easy fix is, you can only teleport to places you have physically been to before. So I agree with you that some spells can still be a problem. But I think the way they need to be addressed in 5E is just to have them tweaked, not removed from the game. [/QUOTE]
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