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DM Advice Requested: Higher Level Spells
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<blockquote data-quote="RJSmalls" data-source="post: 906106" data-attributes="member: 8007"><p>Hi all,</p><p></p><p>I was hoping I could troll the boards here to get some advice from fellow DM's or players who are comfortable in mid- to high-level campaigns. I read many of the storyhours on this site, and they have been immensely helpful, but I'm still having some difficulties grasping some issues.</p><p></p><p>The Issues:</p><p></p><p><strong>Teleport</strong> - This just seems to take away some of the "fun" from the campaign. Part of the enjoyment was getting from Point A to Point B. Now the party can teleport around like madmen. I know there's chances for failure, but they're small. If the party wiz/sor has a Bag of Holding, he can take a couple party members per teleport spell. In short - it takes away the hard, overland or overwater journies. Am I missing something?</p><p></p><p><strong>Rope Trick</strong> - This second level spell is better than all the Leomund spells, I think. It creates an extra-dimensional space and effectively hides the party any time they want to rest/camp. Works like a champ even within the bowels of dungeons. Any suggestions on how to handle RT?</p><p></p><p><strong>Invisibility</strong> - It seems common now to have the PC's and the baddies they fight invisible via <em>Improved Invisibility</em>. It's become so prevalent it's just, well, annoying. Most of the combatants are flying, too, so the battlemat becomes a confusing place to be. Perhaps this is just how higher level combat works and I (we) need to get used to it?</p><p></p><p><strong>Scry</strong> - Seems incredibly easy to spy on someone. Too easy, really. I even use Andy Collins' variant scry rules. How do DM's ever keep things hidden from PC's?</p><p></p><p>Bottom line: I don't want to metagame against my PC's. I don't want every baddie to have a nondetection up. I don't want every dungeon to have dimensional anchor on it. But I also want the players to have fun, and I think the existence of teleport and/or scry and what-not may be taking away from that.</p><p></p><p>One solution may be to house rule that stuff out, but I don't want to go down that road. The rules obviously work as written or no one would enjoy the higher levels. Maybe I just need to give them some more time?</p><p></p><p>I realize after reviewing the above I don't really ask any specific questions. For that I'm sorry. I'm just trying to get comfortable with some spells that weren't too common in the earlier months of the campaign.</p><p></p><p>Any suggestions, links, web sites, etc. would be appreciated!</p><p></p><p>Thanks,</p><p>Ryan</p></blockquote><p></p>
[QUOTE="RJSmalls, post: 906106, member: 8007"] Hi all, I was hoping I could troll the boards here to get some advice from fellow DM's or players who are comfortable in mid- to high-level campaigns. I read many of the storyhours on this site, and they have been immensely helpful, but I'm still having some difficulties grasping some issues. The Issues: [b]Teleport[/b] - This just seems to take away some of the "fun" from the campaign. Part of the enjoyment was getting from Point A to Point B. Now the party can teleport around like madmen. I know there's chances for failure, but they're small. If the party wiz/sor has a Bag of Holding, he can take a couple party members per teleport spell. In short - it takes away the hard, overland or overwater journies. Am I missing something? [b]Rope Trick[/b] - This second level spell is better than all the Leomund spells, I think. It creates an extra-dimensional space and effectively hides the party any time they want to rest/camp. Works like a champ even within the bowels of dungeons. Any suggestions on how to handle RT? [b]Invisibility[/b] - It seems common now to have the PC's and the baddies they fight invisible via [i]Improved Invisibility[/i]. It's become so prevalent it's just, well, annoying. Most of the combatants are flying, too, so the battlemat becomes a confusing place to be. Perhaps this is just how higher level combat works and I (we) need to get used to it? [b]Scry[/b] - Seems incredibly easy to spy on someone. Too easy, really. I even use Andy Collins' variant scry rules. How do DM's ever keep things hidden from PC's? Bottom line: I don't want to metagame against my PC's. I don't want every baddie to have a nondetection up. I don't want every dungeon to have dimensional anchor on it. But I also want the players to have fun, and I think the existence of teleport and/or scry and what-not may be taking away from that. One solution may be to house rule that stuff out, but I don't want to go down that road. The rules obviously work as written or no one would enjoy the higher levels. Maybe I just need to give them some more time? I realize after reviewing the above I don't really ask any specific questions. For that I'm sorry. I'm just trying to get comfortable with some spells that weren't too common in the earlier months of the campaign. Any suggestions, links, web sites, etc. would be appreciated! Thanks, Ryan [/QUOTE]
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