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Find the Path. What? Why is this a 6th level spell?
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<blockquote data-quote="Quickleaf" data-source="post: 8276143" data-attributes="member: 20323"><p>I actually like the 5e version of Find the Path, but I am fairly liberal in interpreting the "familiar" clause. Unlike Scry or Teleport, Find the Path lacks any sort of definition around what "familiar" means in this context (and there is no general familiarity rule in 5e). So if you study a location extensively, whether through books or other's firsthand testimonials, then you can become "familiar" with it (for purposes of Find the Path), even never having visited or seen it. At least, that's my ruling.</p><p></p><p>In other words, it's a better designed version of Remove Curse, if you think about it.</p><p></p><p>Remove Curse goes from 0 to 100, without any intermediary requirements, boom the curse the lifted. And several possible narratives around curses are invalidated (without some very cunning writing).</p><p></p><p>Whereas 5e's Find the Path goes from 0 to 33 to 66 to 100. It introduces intermediary steps as requirements to finding the Hidden Druid Enclave or the Lair of Smaszgorav or the Treasure Cache of the Shadow Thieves.</p><p></p><p>First step? You need to study the location, whether through books or testimonials or Scrying or whatever, to learn about it. So building suspense about the location is built right into the spell.</p><p></p><p>Second step? You need to trade, find, or loot an object that originates from that location. This is basically how Planescape handled planar travel – the DM controlled what portal keys the players would find, and similar to the Plane Shift tuning fork component.</p><p></p><p><em>Then </em>you can cast Find the Path.</p><p></p><p>Basically, there are DM-controllable narrative brakes built into the spell. The DM can use these to buy time to prep the location, to introduce a side quest tied to one of the PCs, to limit what places can be found with Find the Path, and even to give the casting of the spell greater cathartic payoff.</p><p></p><p>My interpretation might not be commonplace, but I really like the way 5e approached this spell & think Remove Curse could learn from Find the Path.</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 8276143, member: 20323"] I actually like the 5e version of Find the Path, but I am fairly liberal in interpreting the "familiar" clause. Unlike Scry or Teleport, Find the Path lacks any sort of definition around what "familiar" means in this context (and there is no general familiarity rule in 5e). So if you study a location extensively, whether through books or other's firsthand testimonials, then you can become "familiar" with it (for purposes of Find the Path), even never having visited or seen it. At least, that's my ruling. In other words, it's a better designed version of Remove Curse, if you think about it. Remove Curse goes from 0 to 100, without any intermediary requirements, boom the curse the lifted. And several possible narratives around curses are invalidated (without some very cunning writing). Whereas 5e's Find the Path goes from 0 to 33 to 66 to 100. It introduces intermediary steps as requirements to finding the Hidden Druid Enclave or the Lair of Smaszgorav or the Treasure Cache of the Shadow Thieves. First step? You need to study the location, whether through books or testimonials or Scrying or whatever, to learn about it. So building suspense about the location is built right into the spell. Second step? You need to trade, find, or loot an object that originates from that location. This is basically how Planescape handled planar travel – the DM controlled what portal keys the players would find, and similar to the Plane Shift tuning fork component. [I]Then [/I]you can cast Find the Path. Basically, there are DM-controllable narrative brakes built into the spell. The DM can use these to buy time to prep the location, to introduce a side quest tied to one of the PCs, to limit what places can be found with Find the Path, and even to give the casting of the spell greater cathartic payoff. My interpretation might not be commonplace, but I really like the way 5e approached this spell & think Remove Curse could learn from Find the Path. [/QUOTE]
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Find the Path. What? Why is this a 6th level spell?
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