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*Pathfinder & Starfinder
Etherealness, ethereal jaunt, others...
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<blockquote data-quote="Philip" data-source="post: 1092125" data-attributes="member: 10993"><p>I think it kinda depends on the sort of campaign you are playing. When used in your typical dungeon, it doesn't matter that much. But I find that when used in a more storyline oriented campaign the spells can get out of hand. Well, not out of hand balance-wise, really, but they make it less fun.</p><p></p><p>My players generally have a lot of fun when their characters</p><p></p><p>a. Talk their way past someone</p><p>b. Sneaking past someone </p><p>c. Use a clever ploy to distract guards so they can get access to some item or location</p><p>d. manage to solve the riddle, find the key or intepret the prophecy that opens door X.</p><p></p><p>If they had the option of using ethereal jaunt, they would have used it on many occasions. The stakes are often high, and a character that is role-played well would often choose the less time-consuming and/or less risky method of becoming ethereal to bypass a myriad of obstacles. They would also have a lot less fun doing so.</p><p></p><p>So, its a combination of utility and loss of fun that makes the spells higher level. The same argument goes for things like fly. When played efficiently and truly, many parties who have access to fly should never engage land-bound monsters that don't have superior ranged attacks from the ground. They should retreat, prepare fly spells and kill their land-bound enemies with little effort.</p><p></p><p>Flight is why I have a problem with the CR 28 MM2 Fiend Wurm. It doesn't fly, it doesn't have proper ranged attacks. It doesn't have impenetrable defenses. A 14th lvl sorcerer could kill it. Alone. CR 28. Just because it lacks flight.</p></blockquote><p></p>
[QUOTE="Philip, post: 1092125, member: 10993"] I think it kinda depends on the sort of campaign you are playing. When used in your typical dungeon, it doesn't matter that much. But I find that when used in a more storyline oriented campaign the spells can get out of hand. Well, not out of hand balance-wise, really, but they make it less fun. My players generally have a lot of fun when their characters a. Talk their way past someone b. Sneaking past someone c. Use a clever ploy to distract guards so they can get access to some item or location d. manage to solve the riddle, find the key or intepret the prophecy that opens door X. If they had the option of using ethereal jaunt, they would have used it on many occasions. The stakes are often high, and a character that is role-played well would often choose the less time-consuming and/or less risky method of becoming ethereal to bypass a myriad of obstacles. They would also have a lot less fun doing so. So, its a combination of utility and loss of fun that makes the spells higher level. The same argument goes for things like fly. When played efficiently and truly, many parties who have access to fly should never engage land-bound monsters that don't have superior ranged attacks from the ground. They should retreat, prepare fly spells and kill their land-bound enemies with little effort. Flight is why I have a problem with the CR 28 MM2 Fiend Wurm. It doesn't fly, it doesn't have proper ranged attacks. It doesn't have impenetrable defenses. A 14th lvl sorcerer could kill it. Alone. CR 28. Just because it lacks flight. [/QUOTE]
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