Zaruthustran
The tingling means it’s working!
I'm DMing the Savage Tide adventure path, and have banned the party arcanist from taking Fly, Improved Invisibility, Dimension Door, and Teleport.
Why? In my opinion, those spells spoil the game by killing the drama of challenges like cliffs, raging rivers, stealth, and long-distance travel.
Where's the fun when the party can just pop away from the enemy, rest and rearm, and return at their leisure? The cliche of a flying, Improved Invis wizard is just that: a boring cliche. So in my continuity of Greyhawk, those four spells haven't been researched*.
What I'm wondering now, however, is if my denying those spells will break the game. D&D assumes that certain magic or abilities are available. Is the lack of those spells a sure-fire recipe for PC death? Or can a party survive without them?
-z
* regular Invisibility, swift Fly (1 rd duration), Jump, spiderclimb, shapechange spells that grant wings, and so on are all still available. I suppose this reveals that my beef is with those specific spells, not the party's ability to enact their effects.
Why? In my opinion, those spells spoil the game by killing the drama of challenges like cliffs, raging rivers, stealth, and long-distance travel.
Where's the fun when the party can just pop away from the enemy, rest and rearm, and return at their leisure? The cliche of a flying, Improved Invis wizard is just that: a boring cliche. So in my continuity of Greyhawk, those four spells haven't been researched*.
What I'm wondering now, however, is if my denying those spells will break the game. D&D assumes that certain magic or abilities are available. Is the lack of those spells a sure-fire recipe for PC death? Or can a party survive without them?
-z
* regular Invisibility, swift Fly (1 rd duration), Jump, spiderclimb, shapechange spells that grant wings, and so on are all still available. I suppose this reveals that my beef is with those specific spells, not the party's ability to enact their effects.