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<blockquote data-quote="ZombieRoboNinja" data-source="post: 5974047" data-attributes="member: 54843"><p>I think these two might be best divided between "heroic" and "paragon" tiers in 5e: while it's reasonable to expect PCs up to about level 10 to still be sailing ships and riding horses around, I think a lot of people would be unsatisfied with a game where a level 18 party was still renting mules. </p><p></p><p>Likewise, I hate adjudicating at-will Detect Evil myself, but if I'm playing a cleric, I'll start to get a little testy if I get to level 15 and still can't actually schedule a few sentences one-on-one with my deity. </p><p></p><p>The trick is that even higher-level travel adventures and sleuthing should still be possible, because those magical forms of travel and investigation should be carefully balanced and limited. That is, long-range teleportation should be very, very difficult, almost epic, because after riding horses for a while, the PCs should get to ride griffons or turn into birds or something. Teleportation is really the most boring form of transportation, narratively speaking, and should only be available once there is really nothing of potential interest for the party between points A and B - in other words, once they're near epic-level and more worried about extradimensional threats than low-level political intrigue.</p><p></p><p>Likewise, a high-level wizard might be able to send out insect or raven minions to spy on his enemies, or sense whenever someone says his name, but 3e-style scrying just ruins the fun. It should be saved for near-epic levels, where the only real threats left are highly magically capable and can block or counteract scrying.</p><p></p><p>TL;DR: Heroic-tier parties should mostly communicate, explore, and travel in a fairly mundane fashion. Lower paragon-tier characters may have some magically enhanced options (overland flight, etc.) but no "win buttons" for the exploration and investigation aspects of the game. Long-distance teleportation and scrying should by 9th-level spells, so they're only affecting the highest-level parties, who are primarily focused on epic-level threats anyway.</p></blockquote><p></p>
[QUOTE="ZombieRoboNinja, post: 5974047, member: 54843"] I think these two might be best divided between "heroic" and "paragon" tiers in 5e: while it's reasonable to expect PCs up to about level 10 to still be sailing ships and riding horses around, I think a lot of people would be unsatisfied with a game where a level 18 party was still renting mules. Likewise, I hate adjudicating at-will Detect Evil myself, but if I'm playing a cleric, I'll start to get a little testy if I get to level 15 and still can't actually schedule a few sentences one-on-one with my deity. The trick is that even higher-level travel adventures and sleuthing should still be possible, because those magical forms of travel and investigation should be carefully balanced and limited. That is, long-range teleportation should be very, very difficult, almost epic, because after riding horses for a while, the PCs should get to ride griffons or turn into birds or something. Teleportation is really the most boring form of transportation, narratively speaking, and should only be available once there is really nothing of potential interest for the party between points A and B - in other words, once they're near epic-level and more worried about extradimensional threats than low-level political intrigue. Likewise, a high-level wizard might be able to send out insect or raven minions to spy on his enemies, or sense whenever someone says his name, but 3e-style scrying just ruins the fun. It should be saved for near-epic levels, where the only real threats left are highly magically capable and can block or counteract scrying. TL;DR: Heroic-tier parties should mostly communicate, explore, and travel in a fairly mundane fashion. Lower paragon-tier characters may have some magically enhanced options (overland flight, etc.) but no "win buttons" for the exploration and investigation aspects of the game. Long-distance teleportation and scrying should by 9th-level spells, so they're only affecting the highest-level parties, who are primarily focused on epic-level threats anyway. [/QUOTE]
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