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[D&D Design Discussion] Preserving the "Sweet Spot"
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<blockquote data-quote="AdmundfortGeographer" data-source="post: 2998114" data-attributes="member: 4682"><p>That example seemed to be a description of a lower level <em>astral projection</em>, minus the new body aspect. <em>Astral projection</em> lets you bounce into the Astral plane and then pick any other plane in which to jump into. Because you actually enter the Astral you can end up encountering astral denizens for your duration there until you choose your next destination.</p><p></p><p>Where <em>astral projection</em> maintains a higher level step above Cheiromancer's <em>shadow walk</em> is that with <em>astral projection</em> the PCs manifests new bodies with duplicates of all equipment on their bodies, meaning death of the new body doesn't cause actual death... A built-in free <em>true resurrection</em> as you will.</p><p></p><p>Just wanted to say that Dark Sun also has something to bring to the table. In the <em>Defilers and Preservers</em> accessory spells that accessed the planes (<em>etherealness</em>, <em>contact other plane</em>) forced the caster to make a % roll for success. Even after casting the spell, success for linking to an Outer or Astral Plane was only at 96–100%! Plus if you rolled between 01–15 you were "Lost" in Dark Sun's barrier plane The Gray. All other % results were failure to link. To get out of The Gray, once per day you rolled you Int score or less on a % roll. If you failed you remain lost and The Gray saps your life permanently losing one point of Constitution per day.</p><p></p><p>% success for Inner/Ethereal plane was 66–100, and % lost in The Gray was 01–08. All other % results were failure to link. Elemental clerics do not have to roll failure checks to connect to their patron element.</p><p></p><p>Similarly, Dark Sun players and DMs have long complained about magic that made the harsh world simply a background element rather than the hazard it should be. Particularly <em>teleport</em>, this spell especially makes travel through the desert a nonissue. However, on the bright side for this discussion the <em>create water</em>, and <em>create food and water</em> spells were removed from universal cleric access and restricted to water clerics only. In a desert world, this is pretty dramatic.</p></blockquote><p></p>
[QUOTE="AdmundfortGeographer, post: 2998114, member: 4682"] That example seemed to be a description of a lower level [i]astral projection[/i], minus the new body aspect. [i]Astral projection[/i] lets you bounce into the Astral plane and then pick any other plane in which to jump into. Because you actually enter the Astral you can end up encountering astral denizens for your duration there until you choose your next destination. Where [i]astral projection[/i] maintains a higher level step above Cheiromancer's [i]shadow walk[/i] is that with [i]astral projection[/i] the PCs manifests new bodies with duplicates of all equipment on their bodies, meaning death of the new body doesn't cause actual death... A built-in free [i]true resurrection[/i] as you will. Just wanted to say that Dark Sun also has something to bring to the table. In the [i]Defilers and Preservers[/i] accessory spells that accessed the planes ([i]etherealness[/i], [i]contact other plane[/i]) forced the caster to make a % roll for success. Even after casting the spell, success for linking to an Outer or Astral Plane was only at 96–100%! Plus if you rolled between 01–15 you were "Lost" in Dark Sun's barrier plane The Gray. All other % results were failure to link. To get out of The Gray, once per day you rolled you Int score or less on a % roll. If you failed you remain lost and The Gray saps your life permanently losing one point of Constitution per day. % success for Inner/Ethereal plane was 66–100, and % lost in The Gray was 01–08. All other % results were failure to link. Elemental clerics do not have to roll failure checks to connect to their patron element. Similarly, Dark Sun players and DMs have long complained about magic that made the harsh world simply a background element rather than the hazard it should be. Particularly [i]teleport[/i], this spell especially makes travel through the desert a nonissue. However, on the bright side for this discussion the [i]create water[/i], and [i]create food and water[/i] spells were removed from universal cleric access and restricted to water clerics only. In a desert world, this is pretty dramatic. [/QUOTE]
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