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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="DeJoker" data-source="post: 7234637" data-attributes="member: 6907519"><p>Well not really, because technically even in a magic rich world the number of sorcerers and such are a fairly small percentage of the population even if you go with the Forgotten Realms before the fall of magic when just about everyone could use magic to some degree and they had huge floating cities. Further as you point out there are numerous other means of flying that can be had besides the ability to personally fly and that goes all the way back to 1st Ed and even if you do not have a "fly" spell (3rd level spell) if you got the ability to polymorph self (4th level spell) or shape change (druid ability) you not only had access to the ability to fly but a whole lot more.</p><p></p><p>Yes there are certain degrees of difference to how a pure superhero game is often run as opposed to a pure D&D one but that often has a lot to do with the campaign being run. I have seen superhero campaigns where you started out as a normal and slowly grew into your powers and I have seen D&D games that started you out at 10th level. So the key is to look at what can be done with the basic guidelines without making any real mechanical changes while not pigeon holing into only being run one particular way.</p><p></p><p>Lastly again having the ability to fly, shadow-step, ethereal walk, etc... is not the bane of any game it is simply a slightly different differential that needs to be accounted for when planning out adventures.</p></blockquote><p></p>
[QUOTE="DeJoker, post: 7234637, member: 6907519"] Well not really, because technically even in a magic rich world the number of sorcerers and such are a fairly small percentage of the population even if you go with the Forgotten Realms before the fall of magic when just about everyone could use magic to some degree and they had huge floating cities. Further as you point out there are numerous other means of flying that can be had besides the ability to personally fly and that goes all the way back to 1st Ed and even if you do not have a "fly" spell (3rd level spell) if you got the ability to polymorph self (4th level spell) or shape change (druid ability) you not only had access to the ability to fly but a whole lot more. Yes there are certain degrees of difference to how a pure superhero game is often run as opposed to a pure D&D one but that often has a lot to do with the campaign being run. I have seen superhero campaigns where you started out as a normal and slowly grew into your powers and I have seen D&D games that started you out at 10th level. So the key is to look at what can be done with the basic guidelines without making any real mechanical changes while not pigeon holing into only being run one particular way. Lastly again having the ability to fly, shadow-step, ethereal walk, etc... is not the bane of any game it is simply a slightly different differential that needs to be accounted for when planning out adventures. [/QUOTE]
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Teleport /fly /misty step the bane of cool dungeon design is RAW in 5E
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