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D&D is best when the magic is high, fast and furious!
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<blockquote data-quote="Fenes 2" data-source="post: 915891" data-attributes="member: 6166"><p>Dragonblade, did you notice that almost every of your "strategic options" centers around spells? "They have to use every spell in their arsenal to stay alive" "Well now the group frantically checks their spell list to see who has dimension door or teleport handy!" "Walls that can only be spider climbed up! Vast chasms that can only be flown across, etc!"</p><p></p><p>This is exactly what I hate - the abilities and skills of the non-spellcasting classes are worth nothing in such a high-magic game. And if they can do something, it is thanks to a magic item.</p><p></p><p>Not my cup of tea. In my game, I have walls the PCs who are expert climbers can climb, chasms the blade dancer can jump over and then rig some rope, rooms that only can be reached through secret passages detactable through searching, tapping walls and listening, discovering the original plans in dusty archives or by getting the last architect drunk and talking.</p><p></p><p>Instead of frantically flipping through their PCs' spellbooks to check for fly, passwall or divination/scry, my players will get to play those scenes out.</p></blockquote><p></p>
[QUOTE="Fenes 2, post: 915891, member: 6166"] Dragonblade, did you notice that almost every of your "strategic options" centers around spells? "They have to use every spell in their arsenal to stay alive" "Well now the group frantically checks their spell list to see who has dimension door or teleport handy!" "Walls that can only be spider climbed up! Vast chasms that can only be flown across, etc!" This is exactly what I hate - the abilities and skills of the non-spellcasting classes are worth nothing in such a high-magic game. And if they can do something, it is thanks to a magic item. Not my cup of tea. In my game, I have walls the PCs who are expert climbers can climb, chasms the blade dancer can jump over and then rig some rope, rooms that only can be reached through secret passages detactable through searching, tapping walls and listening, discovering the original plans in dusty archives or by getting the last architect drunk and talking. Instead of frantically flipping through their PCs' spellbooks to check for fly, passwall or divination/scry, my players will get to play those scenes out. [/QUOTE]
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D&D is best when the magic is high, fast and furious!
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