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Limitations on Plane Shift?
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<blockquote data-quote="Celebrim" data-source="post: 7848174" data-attributes="member: 4937"><p>I think that's a total cop out. It's only a scenario design issue because of changes made to the spell that created scenario design issues - as the DM in the OP is rightly complaining about.</p><p></p><p>Planeshift is a 5th level spell which traditionally had enough built in limitations that it could be safely put in the hands of low level characters. Objects which granted planeshift ability or creatures that could planeshift the PC's were reasonably safe plot devices or tools for player empowerment that would allow games to move to the planes without any sort of breaking side effects.</p><p></p><p>One obvious breaking side effect of eliminating the precision limitations, is two planeshifts can now carry you anywhere in the prime material plane you want, without the problems associated with teleportation.</p><p></p><p>As for the other means of getting around the multiverse, at the level Planeshift typically becomes available, those other means also have limitations on them that prevent you from having scenario design challenges or breaking side effects. </p><p></p><p>There might conceivably be a level of play where exploration is so played out as a challenge that it is no longer relevant to play, but personally I find that whole idea rather dull and boring. Exploration is a central pillar of most RPG play, and to remove it with a mere 5th level spell doesn't strike me as the best thought out decision.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 7848174, member: 4937"] I think that's a total cop out. It's only a scenario design issue because of changes made to the spell that created scenario design issues - as the DM in the OP is rightly complaining about. Planeshift is a 5th level spell which traditionally had enough built in limitations that it could be safely put in the hands of low level characters. Objects which granted planeshift ability or creatures that could planeshift the PC's were reasonably safe plot devices or tools for player empowerment that would allow games to move to the planes without any sort of breaking side effects. One obvious breaking side effect of eliminating the precision limitations, is two planeshifts can now carry you anywhere in the prime material plane you want, without the problems associated with teleportation. As for the other means of getting around the multiverse, at the level Planeshift typically becomes available, those other means also have limitations on them that prevent you from having scenario design challenges or breaking side effects. There might conceivably be a level of play where exploration is so played out as a challenge that it is no longer relevant to play, but personally I find that whole idea rather dull and boring. Exploration is a central pillar of most RPG play, and to remove it with a mere 5th level spell doesn't strike me as the best thought out decision. [/QUOTE]
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