Likewise.For me, decentering the PCs is the reason I eschew published adventures in the first place, no matter the level.![]()
Yeah, those sorts of spells are when it really feels as though the PCs get to set their goals and go after them, and the durability of the characters gives the DM room (I think) to push things against them a bit harder.I would also think the freedom to roam granted by spells like wind walk or teleport or plane shift also makes an adventure path built around exploring a specific "dungeon site" pretty challenging.
That said, I've had high-level PCs poke around in a dungeon (and clear it) and I've had high-level PCs not just teleport to a place (and I've had high-level PCs teleport to a place that wasn't where they meant to go, whoopsie) so even those spells aren't always perfect solutions.
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