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High Level Magic (a bit of a mouthful)
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<blockquote data-quote="gizmo33" data-source="post: 2841964" data-attributes="member: 30001"><p>AFAIK the latest trend in thinking on this subject is summed up by what the Jester says: don't nerf the abilities, find a way to work with them. </p><p></p><p>IMO that's useful advice and I think you should always consider the capabilities of your PCs (granted - that's hard to do when you're a new DM and the PCs are 13th level). It's no fun to have the Teleport spell and never get the chance to use it for something interesting.</p><p></p><p>However - it makes no sense to me that a city would be regarded as mythical when any mid level cleric can start getting information on it from the comfort of his home due to some divination spells. </p><p></p><p>If the campaign world is going to have "near-mythical" places then IMO there have to be ways of supressing the spells that make gathering information and travelling great distances trivial tasks. For example, the city could be sitting on top of a pile of magnetized iron that blocks teleport and some demi-god may have chosen to wipe the records of the city from the "divine records" so that divination reveals nothing. Otherwise, it makes no sense to me that a city would be lost to history and inaccessible unless PCs are the only ones with access to divination and teleport spells.</p><p></p><p>What DnD could probably use is a set of spells, rules about magnetized iron, etc. that DMs could use for this (in fact, I think D&DG might already have rules for blocking divination). Like traps, magic items, etc. such things should only be used in cases where they make sense. IMO, it's not "rules engineering" that if a warrior NPC is powerful that you make him high level. By the same token, an inaccessible/mysterious city would have those attributes supported by the rules.</p></blockquote><p></p>
[QUOTE="gizmo33, post: 2841964, member: 30001"] AFAIK the latest trend in thinking on this subject is summed up by what the Jester says: don't nerf the abilities, find a way to work with them. IMO that's useful advice and I think you should always consider the capabilities of your PCs (granted - that's hard to do when you're a new DM and the PCs are 13th level). It's no fun to have the Teleport spell and never get the chance to use it for something interesting. However - it makes no sense to me that a city would be regarded as mythical when any mid level cleric can start getting information on it from the comfort of his home due to some divination spells. If the campaign world is going to have "near-mythical" places then IMO there have to be ways of supressing the spells that make gathering information and travelling great distances trivial tasks. For example, the city could be sitting on top of a pile of magnetized iron that blocks teleport and some demi-god may have chosen to wipe the records of the city from the "divine records" so that divination reveals nothing. Otherwise, it makes no sense to me that a city would be lost to history and inaccessible unless PCs are the only ones with access to divination and teleport spells. What DnD could probably use is a set of spells, rules about magnetized iron, etc. that DMs could use for this (in fact, I think D&DG might already have rules for blocking divination). Like traps, magic items, etc. such things should only be used in cases where they make sense. IMO, it's not "rules engineering" that if a warrior NPC is powerful that you make him high level. By the same token, an inaccessible/mysterious city would have those attributes supported by the rules. [/QUOTE]
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