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Teleport /fly /misty step the bane of cool dungeon design is RAW in 5E
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<blockquote data-quote="Hussar" data-source="post: 7234242" data-attributes="member: 22779"><p>Not really though. Most of these effects were limited to the wizard, once upon a time, and a fairly high level one at that. Once upon a time, clerics got virtually no travel effects (Word of Recall being about the only one) and druids didn't get very many and then, pretty limited use ones (the only flying effect, other than shape change of course, that druids got was Chariots of Susstarre and that was a very high level spell).</p><p></p><p>What has changed now in 5e is that it's not unusual to have 80% of the PC's spell capable. Instead of having two spell capable PC's in the group (the cleric and the MU, one of which had no travel spells), you now have entire groups which are spell capable, and many of the spells lists have travel spells. </p><p></p><p>Basically, these spells which negate skill checks, have become so common in groups that there is little to no actual resource cost to use them. It's all part and parcel to 5e D&D being such a very, very high magic game. For DM's like me, who prefer a much lower magic game, it makes the base game somewhat problematic.</p><p></p><p>I, personally, just don't like it when the caster (which is now pretty much anyone in the group) plays the magical trump card over every obstacle. Because it becomes cyclical. You put in obstacles in the adventure, the players trump with magic, the first reaction is for every player to look at their spell list to see how they can overcome this obstacle instead of actually doing any interacting with the setting itself. And, because they do overcome obstacles this way, the DM stops putting in the obstacles, because, well, what's the point if they're just going to skip them anyway?</p></blockquote><p></p>
[QUOTE="Hussar, post: 7234242, member: 22779"] Not really though. Most of these effects were limited to the wizard, once upon a time, and a fairly high level one at that. Once upon a time, clerics got virtually no travel effects (Word of Recall being about the only one) and druids didn't get very many and then, pretty limited use ones (the only flying effect, other than shape change of course, that druids got was Chariots of Susstarre and that was a very high level spell). What has changed now in 5e is that it's not unusual to have 80% of the PC's spell capable. Instead of having two spell capable PC's in the group (the cleric and the MU, one of which had no travel spells), you now have entire groups which are spell capable, and many of the spells lists have travel spells. Basically, these spells which negate skill checks, have become so common in groups that there is little to no actual resource cost to use them. It's all part and parcel to 5e D&D being such a very, very high magic game. For DM's like me, who prefer a much lower magic game, it makes the base game somewhat problematic. I, personally, just don't like it when the caster (which is now pretty much anyone in the group) plays the magical trump card over every obstacle. Because it becomes cyclical. You put in obstacles in the adventure, the players trump with magic, the first reaction is for every player to look at their spell list to see how they can overcome this obstacle instead of actually doing any interacting with the setting itself. And, because they do overcome obstacles this way, the DM stops putting in the obstacles, because, well, what's the point if they're just going to skip them anyway? [/QUOTE]
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