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<blockquote data-quote="N'raac" data-source="post: 6148067" data-attributes="member: 6681948"><p>You get two free spells at each character level and limited spell slots. If you can use one to match what another character can already do, or to do something your teammates can't do, which is the better choice? Invisibility is not Inaudibility, but if played as such, the wizard gains power.</p><p></p><p></p><p></p><p>Rogues can hear and pick objects up. And rogues last more than 1 min/level. In my games, the players tend to augment existing capabilities with spells like this - let's send an Arcane Eye out to determine where the Rogue's attention is best focused (but not at L7 - the wizard generally wants a flashier spell), and turn the much stealthier Rogue invisible to further enhance his own capabilities.</p><p></p><p></p><p></p><p>So making Teleport LoS because you think it's a problem is great, but don't nerf a spell that Hussar likes? To me, if you're going to change any spell "because it's unbalanced", you also let the player change his spell, as the ground rules have changed. Beyond that, I'm OK with the glitterdust spell. You were telling me how powerful Teleport was and I disagreed with your interpretation. I would, however, suggest that any spell considered a "must have" at its level should be looked at again for signs it is overpowered. I see very few of these in practice, though.</p><p></p><p>I've seen enough "I do whatever I damn well please" players that I have no desire to game with those again either. There's a lot of space between the extremes of "everything I wish to do must be approved by the GM" and "my character goes insane and attacks the party booga booga". I have no desire to play at either extreme.</p></blockquote><p></p>
[QUOTE="N'raac, post: 6148067, member: 6681948"] You get two free spells at each character level and limited spell slots. If you can use one to match what another character can already do, or to do something your teammates can't do, which is the better choice? Invisibility is not Inaudibility, but if played as such, the wizard gains power. Rogues can hear and pick objects up. And rogues last more than 1 min/level. In my games, the players tend to augment existing capabilities with spells like this - let's send an Arcane Eye out to determine where the Rogue's attention is best focused (but not at L7 - the wizard generally wants a flashier spell), and turn the much stealthier Rogue invisible to further enhance his own capabilities. So making Teleport LoS because you think it's a problem is great, but don't nerf a spell that Hussar likes? To me, if you're going to change any spell "because it's unbalanced", you also let the player change his spell, as the ground rules have changed. Beyond that, I'm OK with the glitterdust spell. You were telling me how powerful Teleport was and I disagreed with your interpretation. I would, however, suggest that any spell considered a "must have" at its level should be looked at again for signs it is overpowered. I see very few of these in practice, though. I've seen enough "I do whatever I damn well please" players that I have no desire to game with those again either. There's a lot of space between the extremes of "everything I wish to do must be approved by the GM" and "my character goes insane and attacks the party booga booga". I have no desire to play at either extreme. [/QUOTE]
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