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Game Breaker Spells - What are they?
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<blockquote data-quote="A'koss" data-source="post: 3753361" data-attributes="member: 840"><p>Very good thread, lots of problematic areas I agree with here. </p><p></p><p>The high level death & resurrection merry-go-round is probably my biggest pet peeve from a DM/campaign POV. When death merely becomes...<em> inconvenient</em>, something important is lost IMO. Remove the Save or Die spells and in general make it harder to die but in turn make it harder, <em>much harder</em>, to come back. Or perhaps resurrection spells only grant you a certain amount of time on the mortal plane (you are now running on divine energy) a la Babylon 5. </p><p></p><p>Fly most definitely has been a problem in my games. Particularly when coupled with improved invisibility, night battles and scry. In wars wizards could be all but untouchable so long as they cast spells which did not originate from their positions. Give them a little room to breathe and they could strike with utter impunity so long as they stayed out of range of the usual detection spells.</p><p></p><p>Teleport to/from static, prepared sites I'm fine with but it makes adventure design so much harder if PCs can easily bypass anything they don't like. I'd rather leave the overland travel as something the DM can handwave away if he wished rather than something the players can avoid entirely with 6 second spell.</p></blockquote><p></p>
[QUOTE="A'koss, post: 3753361, member: 840"] Very good thread, lots of problematic areas I agree with here. The high level death & resurrection merry-go-round is probably my biggest pet peeve from a DM/campaign POV. When death merely becomes...[I] inconvenient[/I], something important is lost IMO. Remove the Save or Die spells and in general make it harder to die but in turn make it harder, [I]much harder[/I], to come back. Or perhaps resurrection spells only grant you a certain amount of time on the mortal plane (you are now running on divine energy) a la Babylon 5. Fly most definitely has been a problem in my games. Particularly when coupled with improved invisibility, night battles and scry. In wars wizards could be all but untouchable so long as they cast spells which did not originate from their positions. Give them a little room to breathe and they could strike with utter impunity so long as they stayed out of range of the usual detection spells. Teleport to/from static, prepared sites I'm fine with but it makes adventure design so much harder if PCs can easily bypass anything they don't like. I'd rather leave the overland travel as something the DM can handwave away if he wished rather than something the players can avoid entirely with 6 second spell. [/QUOTE]
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Game Breaker Spells - What are they?
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