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General Tabletop Discussion
*Pathfinder & Starfinder
Banning Fly, Improved Invisibility, Dimension Door, and Teleport
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<blockquote data-quote="igavskoga" data-source="post: 3412683" data-attributes="member: 41188"><p>Honestly I'm a bit surprised.</p><p></p><p>I find the implication that the arcane casters would somehow be completely crippled and broken without these specific spells to be completely absurd. As is the implication that the player is now somehow short changed with their loss as if there aren't 800 other spells they can take, some of which do <em>similar</em> things. I've actually had arcane players thank me for getting rid of some of those spells as they then feel like they are freed to take up things more to their liking. </p><p></p><p>Not that this is representative of the population at large, but now that I think about it since 3.0 came out in the many games I've run and played in, not a single caster has taken pretty much any of those spells. It may help that neither I, nor the DM's I play with, require them in any form at any time.</p><p></p><p>Encounters which REQUIRE a single answer to complete, whether its fly, teleport, or craft(widget) is bad design, pure and simple.</p><p></p><p>Classes which rely heavily on a smattering of abilities picked out of hundreds is, likewise, fundamentally flawed.</p><p></p><p>I'm also a bit surprised that the reaction to this kind of change is to label the DM incompetent or tyrannical - as if it were somehow inconceivable that some DMs and players may just not like those spells (or whatever else they may or may not choose to alter).</p><p></p><p>Changes like this may take a little bit of care and thought, may require slightly different methods by both DM and player but D&D is not hard coded, is not written in stone, nor does it exist in a vacuum.</p><p></p><p>Personally, I've made changes like this before to 3.x as well as earlier editions. With a little thought and slightly different perspective you won't even really notice that they are gone. I'm going to assume your group is, or will be, fine with it. If not there's no point in doing it. I'm also going to assume that you have, or will, put the little extra thinking and tinkering into what you're running that these (or any) changes will require.</p><p></p><p>As far as sacred cows go, yeah you're killing a few. Big deal. As far as practicality goes - I've been in and run a couple of campaigns over the years that featured almost no magical aid whatsoever (in the form of magic items by group consensus, and in the form of divine and arcane magic by player choice) and consistently ran more than the suggested encounter frequency and sometimes significantly higher the suggested encounter CR. Mostly just for the heck of it and to see how long we could last. We got as high as the mid-teens at one point if I remember correctly.</p><p></p><p>It still felt like D&D. With creative players and DM's just about anything is possible.</p></blockquote><p></p>
[QUOTE="igavskoga, post: 3412683, member: 41188"] Honestly I'm a bit surprised. I find the implication that the arcane casters would somehow be completely crippled and broken without these specific spells to be completely absurd. As is the implication that the player is now somehow short changed with their loss as if there aren't 800 other spells they can take, some of which do [I]similar[/I] things. I've actually had arcane players thank me for getting rid of some of those spells as they then feel like they are freed to take up things more to their liking. Not that this is representative of the population at large, but now that I think about it since 3.0 came out in the many games I've run and played in, not a single caster has taken pretty much any of those spells. It may help that neither I, nor the DM's I play with, require them in any form at any time. Encounters which REQUIRE a single answer to complete, whether its fly, teleport, or craft(widget) is bad design, pure and simple. Classes which rely heavily on a smattering of abilities picked out of hundreds is, likewise, fundamentally flawed. I'm also a bit surprised that the reaction to this kind of change is to label the DM incompetent or tyrannical - as if it were somehow inconceivable that some DMs and players may just not like those spells (or whatever else they may or may not choose to alter). Changes like this may take a little bit of care and thought, may require slightly different methods by both DM and player but D&D is not hard coded, is not written in stone, nor does it exist in a vacuum. Personally, I've made changes like this before to 3.x as well as earlier editions. With a little thought and slightly different perspective you won't even really notice that they are gone. I'm going to assume your group is, or will be, fine with it. If not there's no point in doing it. I'm also going to assume that you have, or will, put the little extra thinking and tinkering into what you're running that these (or any) changes will require. As far as sacred cows go, yeah you're killing a few. Big deal. As far as practicality goes - I've been in and run a couple of campaigns over the years that featured almost no magical aid whatsoever (in the form of magic items by group consensus, and in the form of divine and arcane magic by player choice) and consistently ran more than the suggested encounter frequency and sometimes significantly higher the suggested encounter CR. Mostly just for the heck of it and to see how long we could last. We got as high as the mid-teens at one point if I remember correctly. It still felt like D&D. With creative players and DM's just about anything is possible. [/QUOTE]
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