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How do you handle Magic Circle in your game?
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<blockquote data-quote="FrozenChrono" data-source="post: 4824901" data-attributes="member: 70738"><p>This is awesome. It's a great story opener. Maybe there's an item sealed with the Tarrasque that the adventurers need, maybe someone stumbles upon it and lets it out not knowing what it is? Magic circle has it's flaws, this is not one of them. The possibility of stumbling upon a sleeping Tarrasque at level 5 is completely at the DM's digression, as is any other situation that could create an overpowered use of this ritual. </p><p></p><p>It's a lot like push and pulls. They become drastically more powerful when there is a 1000 ft cliff 2 squares away, but that kind of terrain is completely up to the DM. </p><p></p><p></p><p>Most situations where magic circle could be used to "break the game" are preventable by logic.</p><p></p><p>Towns don't have circles around them because a block everything circle would isolate them and prevent trade/contact with the outside world. If they have a circle that targets one type of creature it becomes much easier to get around. </p><p></p><p>Adventurers could use it to protect themselves overnight in a dangerous area, but they can never leave the place they've made the circle.</p><p></p><p>The only plot I really see this ritual preventing is someone performing another ritual to end the world/summon big bad/turn into giant snake inside the magic circle. This is also easily preventable. One of the stipulations on this new ritual is that it can't be cast inside a magic circle. Problem solved. You can also use the ritual to force your party to watch the big bad being summoned/created and being unable to do anything about it. If done right it could be an epic build up. </p><p></p><p>All of this is doable within RAW by the way.</p></blockquote><p></p>
[QUOTE="FrozenChrono, post: 4824901, member: 70738"] This is awesome. It's a great story opener. Maybe there's an item sealed with the Tarrasque that the adventurers need, maybe someone stumbles upon it and lets it out not knowing what it is? Magic circle has it's flaws, this is not one of them. The possibility of stumbling upon a sleeping Tarrasque at level 5 is completely at the DM's digression, as is any other situation that could create an overpowered use of this ritual. It's a lot like push and pulls. They become drastically more powerful when there is a 1000 ft cliff 2 squares away, but that kind of terrain is completely up to the DM. Most situations where magic circle could be used to "break the game" are preventable by logic. Towns don't have circles around them because a block everything circle would isolate them and prevent trade/contact with the outside world. If they have a circle that targets one type of creature it becomes much easier to get around. Adventurers could use it to protect themselves overnight in a dangerous area, but they can never leave the place they've made the circle. The only plot I really see this ritual preventing is someone performing another ritual to end the world/summon big bad/turn into giant snake inside the magic circle. This is also easily preventable. One of the stipulations on this new ritual is that it can't be cast inside a magic circle. Problem solved. You can also use the ritual to force your party to watch the big bad being summoned/created and being unable to do anything about it. If done right it could be an epic build up. All of this is doable within RAW by the way. [/QUOTE]
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How do you handle Magic Circle in your game?
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