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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Banning Fly, Improved Invisibility, Dimension Door, and Teleport
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<blockquote data-quote="Sejs" data-source="post: 3411116" data-attributes="member: 4910"><p>Your ire seems imbalanced. It seems to mostly hinder an arcanist while leaving many other classes alone.</p><p></p><p></p><p>Druid can still wildshape into a flying form, alter self can let you fly, many classes can achieve near-invisibility via ridiculous hide checks (particularly with HiPS as a factor). Phantom Steed does an amazing job as a transit spell later on. Wind Walk is universally better than casting Overland Flight on the entire group.</p><p></p><p>Fly seems fine for your purposes, given its new (shorter) duration. Want to bypass that cliff? You can either start venting 3rd level spell slots, or you can break out a rope and start taking 10 on climb checks.</p><p></p><p>Normal Invis isn't much of a problem - there's still the spot and listen checks involved (remember to enforce the fact that invisible doesn't mean inaudible). A possible fix for Improved Invis: do what the Infinity Engine games (Baldur's Gate, etc) did with it - you're <em>invisible</em> invisible up until you would break invis from an attack or such, after that the spell grants you 50% concealment but people can still tell where you are by your hazy, ghostly Predator-esque outline.</p><p></p><p>Teleport: enforce a <em>You Must Have Been There</em> restriction on extradimensional transportation magics. No blind teleports. No seen-once teleports. No scry-n-fry, unless you've personally been to the location before. Probably continue to allow short range teleports to areas you havn't been to, but can physically see from your current location. Across the chasm? Sure. Into the Dark Warlord's inner sanctum, where you have never tread? No. Back to your home city? Okay. To a far distant city based solely by where it's depicted on a map? Nuh-uh. Also, always remember the joys of the Forbiddance spell. Or have a house-rule where an area can be sealed against extradimensional travel by means of a certain process or material, sort of like how a thin sheet of lead is the bane of many detect spells.</p></blockquote><p></p>
[QUOTE="Sejs, post: 3411116, member: 4910"] Your ire seems imbalanced. It seems to mostly hinder an arcanist while leaving many other classes alone. Druid can still wildshape into a flying form, alter self can let you fly, many classes can achieve near-invisibility via ridiculous hide checks (particularly with HiPS as a factor). Phantom Steed does an amazing job as a transit spell later on. Wind Walk is universally better than casting Overland Flight on the entire group. Fly seems fine for your purposes, given its new (shorter) duration. Want to bypass that cliff? You can either start venting 3rd level spell slots, or you can break out a rope and start taking 10 on climb checks. Normal Invis isn't much of a problem - there's still the spot and listen checks involved (remember to enforce the fact that invisible doesn't mean inaudible). A possible fix for Improved Invis: do what the Infinity Engine games (Baldur's Gate, etc) did with it - you're [i]invisible[/i] invisible up until you would break invis from an attack or such, after that the spell grants you 50% concealment but people can still tell where you are by your hazy, ghostly Predator-esque outline. Teleport: enforce a [i]You Must Have Been There[/i] restriction on extradimensional transportation magics. No blind teleports. No seen-once teleports. No scry-n-fry, unless you've personally been to the location before. Probably continue to allow short range teleports to areas you havn't been to, but can physically see from your current location. Across the chasm? Sure. Into the Dark Warlord's inner sanctum, where you have never tread? No. Back to your home city? Okay. To a far distant city based solely by where it's depicted on a map? Nuh-uh. Also, always remember the joys of the Forbiddance spell. Or have a house-rule where an area can be sealed against extradimensional travel by means of a certain process or material, sort of like how a thin sheet of lead is the bane of many detect spells. [/QUOTE]
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Banning Fly, Improved Invisibility, Dimension Door, and Teleport
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