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<blockquote data-quote="dren" data-source="post: 1682409" data-attributes="member: 5176"><p>Confession: I'm a spell nerfer. Yes, I admit it. For example:</p><p></p><p>Raise dead - cast only at a church.</p><p>Teleport: only between teleport pads. The fifth level spell requires you to make the circle, an hour of preparation.</p><p>Commune & Resurrect: Unless it's really important, don't ask your god for anything...he already gives you your spells, don't annoy him.</p><p></p><p>Why do I do these things?</p><p></p><p>1. Flavour: I use a low magic & low wealth system, some of these spells, potentially ruin the atmosphere I'm trying to create.</p><p></p><p>2. It also makes it more fun for the players. Giving them access to something like teleport, well it ruins half the fun. Getting to your location, is where 1/3 or more of my encounters happen. Truly random encounters...are great. </p><p>But so are mistaken identities, and if always know where and who your enemy is, well a lot of the game play of travelling around asking questions and investigations. It's like using google in modern times vs the psedudo medieval time frame when books were rare, let alone scholars.</p><p></p><p>3. At higher levels, these spells can break a campagin, not because the PCs have the spells but if even medium high wizards can teleport to the land that time forgot...it wouldn't be heroic to go there and back because every wizard worth his pointy little hat has already been there and brought back t-shirts. </p><p></p><p>4. There's a reason why fighters, rogues & monks exist. Magic can't be so incredibly powerful, that the wizard in the party can accomplish everything. </p><p></p><p>5. Control. If it's easier for me to create a good game scenario, without players using 1 or 2 spells to take away the point of the adventure, yeah, I'll do it in a second. </p><p></p><p>This is a fine balance act. You take away too much, and you are railroading the group as they can only do one thing to accomplish the mission. But, if you don't have certain spells, and it helps you with a plot point - great.</p><p></p><p>I will add a caveat on this one, don't overuse any one technique. Never being able to teleport, raise dead or scry, for exampl,e also makes these spells useless, and that's unfair for the player.</p></blockquote><p></p>
[QUOTE="dren, post: 1682409, member: 5176"] Confession: I'm a spell nerfer. Yes, I admit it. For example: Raise dead - cast only at a church. Teleport: only between teleport pads. The fifth level spell requires you to make the circle, an hour of preparation. Commune & Resurrect: Unless it's really important, don't ask your god for anything...he already gives you your spells, don't annoy him. Why do I do these things? 1. Flavour: I use a low magic & low wealth system, some of these spells, potentially ruin the atmosphere I'm trying to create. 2. It also makes it more fun for the players. Giving them access to something like teleport, well it ruins half the fun. Getting to your location, is where 1/3 or more of my encounters happen. Truly random encounters...are great. But so are mistaken identities, and if always know where and who your enemy is, well a lot of the game play of travelling around asking questions and investigations. It's like using google in modern times vs the psedudo medieval time frame when books were rare, let alone scholars. 3. At higher levels, these spells can break a campagin, not because the PCs have the spells but if even medium high wizards can teleport to the land that time forgot...it wouldn't be heroic to go there and back because every wizard worth his pointy little hat has already been there and brought back t-shirts. 4. There's a reason why fighters, rogues & monks exist. Magic can't be so incredibly powerful, that the wizard in the party can accomplish everything. 5. Control. If it's easier for me to create a good game scenario, without players using 1 or 2 spells to take away the point of the adventure, yeah, I'll do it in a second. This is a fine balance act. You take away too much, and you are railroading the group as they can only do one thing to accomplish the mission. But, if you don't have certain spells, and it helps you with a plot point - great. I will add a caveat on this one, don't overuse any one technique. Never being able to teleport, raise dead or scry, for exampl,e also makes these spells useless, and that's unfair for the player. [/QUOTE]
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