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[D&D Design Discussion] Preserving the "Sweet Spot"
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<blockquote data-quote="Mark CMG" data-source="post: 2985984" data-attributes="member: 10479"><p>I've heard that for a lot of DMs the game starts to feel out of their control once spellcasters get to levels where "travel" spells come into play and then definitely feels unwieldy when "save or die" spells are most prevalent. There are a few other things DMs sometimes mention (the increased need to be quick with mathematics, for instance) but those seem to be the primary two, from what I have heard and read. To many, it simply seems like such a very different game that it doesn't integrate well with what they have planned during earlier levels. I think that some (optional?) rules to adjust those spells (and related effects) might make it easier for those DMs who prefer low- through mid-level play but would definitely irk those who regularly enjoy (and even prefer) high level play. It may be something that is best handled as rules adjustments for particular settings (e.g. In the world of blah-blah there is no planar travel because no other planes exist, teleportation works dangerously strange, and any type of death magic brings on only a death-like state that . . .). Just a few thoughts.</p></blockquote><p></p>
[QUOTE="Mark CMG, post: 2985984, member: 10479"] I've heard that for a lot of DMs the game starts to feel out of their control once spellcasters get to levels where "travel" spells come into play and then definitely feels unwieldy when "save or die" spells are most prevalent. There are a few other things DMs sometimes mention (the increased need to be quick with mathematics, for instance) but those seem to be the primary two, from what I have heard and read. To many, it simply seems like such a very different game that it doesn't integrate well with what they have planned during earlier levels. I think that some (optional?) rules to adjust those spells (and related effects) might make it easier for those DMs who prefer low- through mid-level play but would definitely irk those who regularly enjoy (and even prefer) high level play. It may be something that is best handled as rules adjustments for particular settings (e.g. In the world of blah-blah there is no planar travel because no other planes exist, teleportation works dangerously strange, and any type of death magic brings on only a death-like state that . . .). Just a few thoughts. [/QUOTE]
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[D&D Design Discussion] Preserving the "Sweet Spot"
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