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Limitations on Plane Shift?
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<blockquote data-quote="robus" data-source="post: 7847807" data-attributes="member: 6801558"><p>So my players are in search of a lost temple (the name of which they have) on another plane. The cleric wanted to plane shift right to the temple despite never having been there (and it's location has been deliberately forgotten because it contains a terrible secret). To my mind that was pushing the capabilities of the spell too far. It seems like it's built for shifting to well known locations (City of Brass is mentioned for example) or the plane in general if no location within is known.</p><p></p><p>Basically I nerfed it because it was going to wreck the player's enjoyment of exploring a new location (which my party especially enjoys), and just jumping right to the finale. This is also the final adventure for my group (they're now at level 20) so just jumping to the end of the adventure seemed like a great way to end things with a whimper instead of a bang.</p><p></p><p>The cleric's player was rightfully not super happy initially but came round once I backed up my ruling with an explanation as to how it would nerf the player's fun (including the cleric's player).</p><p></p><p>I probably should have just blocked plane shift as an option (or better yet, set the expectations clearly when the spell became available. Lesson learned!).</p><p></p><p>Anyway, for those who have had PCs with access to Plane Shift, how would you have ruled?</p></blockquote><p></p>
[QUOTE="robus, post: 7847807, member: 6801558"] So my players are in search of a lost temple (the name of which they have) on another plane. The cleric wanted to plane shift right to the temple despite never having been there (and it's location has been deliberately forgotten because it contains a terrible secret). To my mind that was pushing the capabilities of the spell too far. It seems like it's built for shifting to well known locations (City of Brass is mentioned for example) or the plane in general if no location within is known. Basically I nerfed it because it was going to wreck the player's enjoyment of exploring a new location (which my party especially enjoys), and just jumping right to the finale. This is also the final adventure for my group (they're now at level 20) so just jumping to the end of the adventure seemed like a great way to end things with a whimper instead of a bang. The cleric's player was rightfully not super happy initially but came round once I backed up my ruling with an explanation as to how it would nerf the player's fun (including the cleric's player). I probably should have just blocked plane shift as an option (or better yet, set the expectations clearly when the spell became available. Lesson learned!). Anyway, for those who have had PCs with access to Plane Shift, how would you have ruled? [/QUOTE]
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