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General Tabletop Discussion
*Pathfinder & Starfinder
Game Breaker Spells - What are they?
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<blockquote data-quote="Merlion" data-source="post: 3750351" data-attributes="member: 10397"><p>Now as far as "game breakers"...well that first depends on your definition. I can think of a number of types of spells that might create problems, even large problems of various types, but I'd hesitate to call any of them "game breaking."</p><p></p><p> First you have your just big/weird/overpowered spells. Wish is the biggy for me. I've always found the idea of a "Wish" spell to be a little silly. Yes I know, "my will be done", foundation of the purpose of magic etc. Magic is about making what you want happen, but usually in more specific ways. To me a "wish" is something you get from a genie or other creature, or an item or the like. Personally I hope it goes away in 4e, and given that it looks like there might be more than 9 levels of spells, it seems possible.</p><p></p><p> I've also heard a lot said about Time Stop, but I have no real personal experience with it, and it doesnt look inherently broken to me.</p><p></p><p> Shapeshift is weird, because shapeshifting as a whole is a big problem spot. Trying to get it right conceptually and balanced mechanically is rough.</p><p></p><p></p><p> The next type would be those that toy with the assumptions of life...mostly travel spells and divinations. These are the same things that give one fits when writing fantasy fiction. Fly to me presents the biggest issue, since its a duel thing. There is both the obstacle-avoidance issue and the speed issue. In Arcana Evolved, the basic fly spell makes you fly, but it doesnt make you faster...so its basically a tactical spell that doesnt work for travel. The Heightened version however is much faster...and the Diminished version increases the fly speed of someone who's already flying. </p><p></p><p> Teleport isnt that big a deal to me. First, you have to know where your going, so its no help if your looking for someone or something and you dont know where it is etc (at least not on its own). And its subject to interference from spells and local conditions. </p><p></p><p> I feel much the same about Scry. As has been mentioned there are ways around truth spells and lie detecting spells, both magical and mundane. </p><p></p><p> Find the Path is a bit much, and could probably be toned down...or require some pretty hefty cost or conditions to use. </p><p></p><p> There are a lot of spells that could use tweaking, but not much I'd call "game breaking"</p></blockquote><p></p>
[QUOTE="Merlion, post: 3750351, member: 10397"] Now as far as "game breakers"...well that first depends on your definition. I can think of a number of types of spells that might create problems, even large problems of various types, but I'd hesitate to call any of them "game breaking." First you have your just big/weird/overpowered spells. Wish is the biggy for me. I've always found the idea of a "Wish" spell to be a little silly. Yes I know, "my will be done", foundation of the purpose of magic etc. Magic is about making what you want happen, but usually in more specific ways. To me a "wish" is something you get from a genie or other creature, or an item or the like. Personally I hope it goes away in 4e, and given that it looks like there might be more than 9 levels of spells, it seems possible. I've also heard a lot said about Time Stop, but I have no real personal experience with it, and it doesnt look inherently broken to me. Shapeshift is weird, because shapeshifting as a whole is a big problem spot. Trying to get it right conceptually and balanced mechanically is rough. The next type would be those that toy with the assumptions of life...mostly travel spells and divinations. These are the same things that give one fits when writing fantasy fiction. Fly to me presents the biggest issue, since its a duel thing. There is both the obstacle-avoidance issue and the speed issue. In Arcana Evolved, the basic fly spell makes you fly, but it doesnt make you faster...so its basically a tactical spell that doesnt work for travel. The Heightened version however is much faster...and the Diminished version increases the fly speed of someone who's already flying. Teleport isnt that big a deal to me. First, you have to know where your going, so its no help if your looking for someone or something and you dont know where it is etc (at least not on its own). And its subject to interference from spells and local conditions. I feel much the same about Scry. As has been mentioned there are ways around truth spells and lie detecting spells, both magical and mundane. Find the Path is a bit much, and could probably be toned down...or require some pretty hefty cost or conditions to use. There are a lot of spells that could use tweaking, but not much I'd call "game breaking" [/QUOTE]
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Game Breaker Spells - What are they?
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