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General Tabletop Discussion
*Pathfinder & Starfinder
D & D and/or Pathfinder, the effects of selective spell exclusions
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<blockquote data-quote="Ramm83" data-source="post: 6852506" data-attributes="member: 6780343"><p>Back in 3.5 i DMed in a setting called Midnight (from Fantasy Flight Games), thing was some evil god took over the world and was the only god left. Somehow he had cloaked the world from all other planes making summons, all teleport spells, planar travels, even clerics non existant. I must say it was one of the most intense games i DMed, especially since everything was evil and dark.</p><p></p><p>Then for a normal game world (standard fantasy), i wouldn't block out teleport because it is convenient. First of all there are not that many wizards who constantly teleport all the world around ( normally only the PCs do this kind of thing ). Then the enemy's on later lvl ( if you going to use Demons or Devils and stuff like that ) have teleport self at will. So a spellcaster who needs to prepare this spell isn't overpowered at all.</p><p></p><p>Sure you lose travel time of the PCs in wilderness and they can skip a lot of random encounters. But if you know they are using teleport extensively, let them do it. No need to prepare and read up on randomencounters while traveling, just adjust your adventure.</p><p></p><p>Currently i am running Dragonlance Key of Destiny AP converged to pathfinder for my players and somewhere around lvl 7 they will find the tears of mishakal, a major artifact needed in their quest. Thing is when this artifact is around and someone tries to teleport, the artifact automatically casts dimensional anchor on itself, thus leaving the artifact where it is. Eventually on lvl 15 or 16, they will have delivered this artifact at some place, thus making teleport readily available.</p></blockquote><p></p>
[QUOTE="Ramm83, post: 6852506, member: 6780343"] Back in 3.5 i DMed in a setting called Midnight (from Fantasy Flight Games), thing was some evil god took over the world and was the only god left. Somehow he had cloaked the world from all other planes making summons, all teleport spells, planar travels, even clerics non existant. I must say it was one of the most intense games i DMed, especially since everything was evil and dark. Then for a normal game world (standard fantasy), i wouldn't block out teleport because it is convenient. First of all there are not that many wizards who constantly teleport all the world around ( normally only the PCs do this kind of thing ). Then the enemy's on later lvl ( if you going to use Demons or Devils and stuff like that ) have teleport self at will. So a spellcaster who needs to prepare this spell isn't overpowered at all. Sure you lose travel time of the PCs in wilderness and they can skip a lot of random encounters. But if you know they are using teleport extensively, let them do it. No need to prepare and read up on randomencounters while traveling, just adjust your adventure. Currently i am running Dragonlance Key of Destiny AP converged to pathfinder for my players and somewhere around lvl 7 they will find the tears of mishakal, a major artifact needed in their quest. Thing is when this artifact is around and someone tries to teleport, the artifact automatically casts dimensional anchor on itself, thus leaving the artifact where it is. Eventually on lvl 15 or 16, they will have delivered this artifact at some place, thus making teleport readily available. [/QUOTE]
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Community
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D & D and/or Pathfinder, the effects of selective spell exclusions
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