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*Pathfinder & Starfinder
D & D and/or Pathfinder, the effects of selective spell exclusions
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<blockquote data-quote="Celebrim" data-source="post: 6849812" data-attributes="member: 4937"><p>Removing teleport from most game worlds will make them more coherent rather than less by making them more like their source material.</p><p></p><p>By all means if that is what you want, do so.</p><p></p><p>In my game, teleport is still in, but it has vastly reduced range in most cases (normally 1 mile/per caster level unless you are on a ley line and know how to use one) and can be blocked partially or completely by a variety of mundane or inexpensive magical precautions. In essence, you build a castle as a physical enclosure for your magical protections.</p><p></p><p>Not that there are very many 9th level Wizards in the world anyway. Your average nation of a half-million citizens might have one or two. </p><p></p><p>Planar travel is conversely easier, albeit wandering off into the spirit world or visiting fairy or is not something I'd normally recommend. But any reasonably well educated person could in fact do so if they wanted to, and a great many important persons of course can do so. It wouldn't at all be unusual for example for a noble family who had fairy ancestry, to maintain in secret the lore of planes walking and to commune somewhat regularly with their relatives. Of course, this is a good way for a family member to occasionally pull a 'Rip Van Winkle' sort of thing and find that he stayed 'overnight' and returned twenty years later, or to attract some malevolent spirit that follows you home. But just because some tramp takes out a knife and cuts a door in the air in my game, doesn't mean he's necessarily a high level wizard. Nor is it necessarily true that getting into a castle through its spirit world version is a lot easier than getting into the template on the material plane, unless it is a very new castle and has had no time to create a spiritual identity. If thrown into a dungeon, turning ethereal doesn't necessarily mean you can just walk through the walls. First, because everything but the door would exist copied into the spirit realm, and the door or room itself - if this is a very old dungeon - is almost certainly become a spirit you'd have to overcome to pass. Not to mention the spirit of anyone that died or suffered in the room. So in short, I can keep planar travel in my game because it doesn't work anything like the short cut of stock D&D.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 6849812, member: 4937"] Removing teleport from most game worlds will make them more coherent rather than less by making them more like their source material. By all means if that is what you want, do so. In my game, teleport is still in, but it has vastly reduced range in most cases (normally 1 mile/per caster level unless you are on a ley line and know how to use one) and can be blocked partially or completely by a variety of mundane or inexpensive magical precautions. In essence, you build a castle as a physical enclosure for your magical protections. Not that there are very many 9th level Wizards in the world anyway. Your average nation of a half-million citizens might have one or two. Planar travel is conversely easier, albeit wandering off into the spirit world or visiting fairy or is not something I'd normally recommend. But any reasonably well educated person could in fact do so if they wanted to, and a great many important persons of course can do so. It wouldn't at all be unusual for example for a noble family who had fairy ancestry, to maintain in secret the lore of planes walking and to commune somewhat regularly with their relatives. Of course, this is a good way for a family member to occasionally pull a 'Rip Van Winkle' sort of thing and find that he stayed 'overnight' and returned twenty years later, or to attract some malevolent spirit that follows you home. But just because some tramp takes out a knife and cuts a door in the air in my game, doesn't mean he's necessarily a high level wizard. Nor is it necessarily true that getting into a castle through its spirit world version is a lot easier than getting into the template on the material plane, unless it is a very new castle and has had no time to create a spiritual identity. If thrown into a dungeon, turning ethereal doesn't necessarily mean you can just walk through the walls. First, because everything but the door would exist copied into the spirit realm, and the door or room itself - if this is a very old dungeon - is almost certainly become a spirit you'd have to overcome to pass. Not to mention the spirit of anyone that died or suffered in the room. So in short, I can keep planar travel in my game because it doesn't work anything like the short cut of stock D&D. [/QUOTE]
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