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General Tabletop Discussion
*Pathfinder & Starfinder
Banning Fly, Improved Invisibility, Dimension Door, and Teleport
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<blockquote data-quote="ScipioX" data-source="post: 3411938" data-attributes="member: 50804"><p>Man, people are such party poopers when anybody proposes deviating from RAW. </p><p></p><p>I say go for it. </p><p></p><p>Adventures that REQUIRE an arcanist are already poorly written. While they're useful, arcanists shouldn't (and usually aren't) required. So knocking out a few spells is hardly gonna make or break the game. Just keep in mind a few things like flying Mobs in the open will be a bit tougher.</p><p></p><p></p><p>Personally I think those spells are all annoying as well. Dimension door is probably the least offensive of the lot, as its a one shot 4th level spell that doesn't allow instant travel back to town. I'd also knock out fireball and magic missile as well, if you want to force arcanists to be creative. </p><p></p><p>You might also consider giving something back, since you're taking something away. Maybe d6 HP instead of d4. That also helps alleviates the problem of the wizard getting splatted on the surprise round.</p><p></p><p>Another suggestion would be to improve the jump spell a bit, since its nigh well useless as is. +10 to jump checks is a whioe nother 1.25 feet in the air... whee.</p></blockquote><p></p>
[QUOTE="ScipioX, post: 3411938, member: 50804"] Man, people are such party poopers when anybody proposes deviating from RAW. I say go for it. Adventures that REQUIRE an arcanist are already poorly written. While they're useful, arcanists shouldn't (and usually aren't) required. So knocking out a few spells is hardly gonna make or break the game. Just keep in mind a few things like flying Mobs in the open will be a bit tougher. Personally I think those spells are all annoying as well. Dimension door is probably the least offensive of the lot, as its a one shot 4th level spell that doesn't allow instant travel back to town. I'd also knock out fireball and magic missile as well, if you want to force arcanists to be creative. You might also consider giving something back, since you're taking something away. Maybe d6 HP instead of d4. That also helps alleviates the problem of the wizard getting splatted on the surprise round. Another suggestion would be to improve the jump spell a bit, since its nigh well useless as is. +10 to jump checks is a whioe nother 1.25 feet in the air... whee. [/QUOTE]
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Community
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*Pathfinder & Starfinder
Banning Fly, Improved Invisibility, Dimension Door, and Teleport
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