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General Tabletop Discussion
*Pathfinder & Starfinder
An end to scry-buff-teleport?
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<blockquote data-quote="Calico_Jack73" data-source="post: 3875085" data-attributes="member: 14403"><p>Because ideally time and space have no meaning on the Astral Plane. You can jump into Astral Space then jump out at any location on the prime with no passage in time. Kinda like hyperspace to realspace. </p><p>It may be Metagamey but it is a core concept to the Midnight setting... when the dark god Izrador was cast out of the heavens he separated the prime from ALL the planes. It keeps him imprisoned on the prime (where he makes life hell for the inhabitants) but it also keeps the other gods out. Teleportation, Dimension Door, and Plane Shift simply aren't on the spell lists for spellcasters in that setting.</p><p>It won't break in 4e because those spells still won't be available on any spell lists for Midnight spellcasters. If a spell doesn't belong in a particular setting then no amount of metagaming can be used to argue that it should be there. If I want to run a d20 modern game I don't have to allow spells into the game just because they are in the core book. If my setting doesn't have magic, it doesn't have magic. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>My core point is that IMHO the setting trumps what is available in the rulebook. If you don't want Teleport, don't have it in your setting. You don't have to explain it if you don't want to . Even if you do explain it, it is your story... do what you want. Don't be constrained by logic.</p></blockquote><p></p>
[QUOTE="Calico_Jack73, post: 3875085, member: 14403"] Because ideally time and space have no meaning on the Astral Plane. You can jump into Astral Space then jump out at any location on the prime with no passage in time. Kinda like hyperspace to realspace. It may be Metagamey but it is a core concept to the Midnight setting... when the dark god Izrador was cast out of the heavens he separated the prime from ALL the planes. It keeps him imprisoned on the prime (where he makes life hell for the inhabitants) but it also keeps the other gods out. Teleportation, Dimension Door, and Plane Shift simply aren't on the spell lists for spellcasters in that setting. It won't break in 4e because those spells still won't be available on any spell lists for Midnight spellcasters. If a spell doesn't belong in a particular setting then no amount of metagaming can be used to argue that it should be there. If I want to run a d20 modern game I don't have to allow spells into the game just because they are in the core book. If my setting doesn't have magic, it doesn't have magic. :) My core point is that IMHO the setting trumps what is available in the rulebook. If you don't want Teleport, don't have it in your setting. You don't have to explain it if you don't want to . Even if you do explain it, it is your story... do what you want. Don't be constrained by logic. [/QUOTE]
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An end to scry-buff-teleport?
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