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Etherealness, ethereal jaunt, others...
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<blockquote data-quote="Lord Pendragon" data-source="post: 1093651" data-attributes="member: 707"><p>Not at all. <em>Commune</em> is only a 5th-level spell, and its use can wreck a session more quickly and thoroughly than <em>Etherealness</em> ever could. Same with <em>Speak With Dead</em>, <em>Teleport</em> and other mid-level spells. Not all high-level spells are difficult to handle, and not all difficult-to-handle spells are high level. My point was that <em>Etherealness</em> can have a strong impact on certain types of adventure, and thus in those kinds of adventures, special notes should be made to guide DMs regarding them. The same way that some mystery adventures can be wrecked by divinations, and thus require notes on how the DM should handle <em>Speak With Dead</em>, <em>Commune</em>, <em>Raise Dead</em>, etc.Your ruling seems to clearly be a house rule. It's also an example of what I was mentioning before, the tendancy to nerf certain abilities, rather than design around them. In this case, rather than incorporate <em>Blink</em> into your adventures, you've chosen to simply remove the ability wholesale. *shrug* Such is, of course, your prerogative, but I find it heavy-handed and unnecessary.This is all true, but I don't see this as a problem that requires nerfing to fix. At its old 7th-level spot, it required a 13th-level wizard to cast. For a 13th-level party, brick and mortar should no longer be obstacles. <em>Teleport</em>, <em>Polymorph Self</em>, <em>Summon Monster: Xorn</em>, etc. PCs at that level have a multitude of options when it comes to getting places they need to be.</p><p></p><p>And I think that's perfectly acceptable, and moreover the most fun. By 13th-level, the PCs shouldn't be worrying about moving through the stone labyrinth. They should be worrying about getting to the <em>Elemental Plane of Fire</em> and surviving long enough to recover the Jewel of Immolation. They should be worrying about finding a way into the lich's <em>demiplane</em>, and destroying the creator of the Transcendent Plague. They should be worrying about delving into Deep Dream and discovering the source of the King's terrible nightmares.</p><p></p><p>Worrying about stone walls is for lower levels, not 13th. Pushing <em>Etherealness</em> up to 9th-level, and thus requiring a 17+ wizard to cast, strikes me as silly.</p></blockquote><p></p>
[QUOTE="Lord Pendragon, post: 1093651, member: 707"] Not at all. [i]Commune[/i] is only a 5th-level spell, and its use can wreck a session more quickly and thoroughly than [i]Etherealness[/i] ever could. Same with [i]Speak With Dead[/i], [i]Teleport[/i] and other mid-level spells. Not all high-level spells are difficult to handle, and not all difficult-to-handle spells are high level. My point was that [i]Etherealness[/i] can have a strong impact on certain types of adventure, and thus in those kinds of adventures, special notes should be made to guide DMs regarding them. The same way that some mystery adventures can be wrecked by divinations, and thus require notes on how the DM should handle [i]Speak With Dead[/i], [i]Commune[/i], [i]Raise Dead[/i], etc.Your ruling seems to clearly be a house rule. It's also an example of what I was mentioning before, the tendancy to nerf certain abilities, rather than design around them. In this case, rather than incorporate [i]Blink[/i] into your adventures, you've chosen to simply remove the ability wholesale. *shrug* Such is, of course, your prerogative, but I find it heavy-handed and unnecessary.This is all true, but I don't see this as a problem that requires nerfing to fix. At its old 7th-level spot, it required a 13th-level wizard to cast. For a 13th-level party, brick and mortar should no longer be obstacles. [i]Teleport[/i], [i]Polymorph Self[/i], [i]Summon Monster: Xorn[/i], etc. PCs at that level have a multitude of options when it comes to getting places they need to be. And I think that's perfectly acceptable, and moreover the most fun. By 13th-level, the PCs shouldn't be worrying about moving through the stone labyrinth. They should be worrying about getting to the [i]Elemental Plane of Fire[/i] and surviving long enough to recover the Jewel of Immolation. They should be worrying about finding a way into the lich's [i]demiplane[/i], and destroying the creator of the Transcendent Plague. They should be worrying about delving into Deep Dream and discovering the source of the King's terrible nightmares. Worrying about stone walls is for lower levels, not 13th. Pushing [i]Etherealness[/i] up to 9th-level, and thus requiring a 17+ wizard to cast, strikes me as silly. [/QUOTE]
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