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General Tabletop Discussion
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Limitations on Plane Shift?
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<blockquote data-quote="Celebrim" data-source="post: 7848258" data-attributes="member: 4937"><p>This is true if and only if the players do not know the plane that the lost temple is on. But in general, the spell as written makes it impossible for any location whose plane can be discerned to be lost. For example, the location of anything on the material plane can be discovered by simply Planeshifting to any other plane, and then Planeshifting back.</p><p></p><p>While it's 'thoughtful' that the writer of the spell realized that pinpoint travel could be problematic to encounter design and so at least gives the GM permission in the spell text to block travel directly into the Great Khan of the Dao's personal treasure chamber or otherwise to the last room of a prepared adventure or scenario, the fact that he overlooked that some locations might be campaign secrets is baffling. The exact text is nearly a worst of all world's scenario where neither the player nor the GM are empowered, since the mechanics depend explicitly on GM fiat but the GM's ability to craft scenarios is constrained for no good reason.</p><p></p><p>The material component only constrains the players if planar travel is such a new thing in your game world that the exact notes and constructions of tuning forks needed to travel to other planes is not widely known. This is unlikely in a world with as widespread of magic and literacy as is presumed, which is I think the default for 5e (see description of the 5e Teleportation Circle spell for example). In the past, the tuning fork issue existed only to prevent transport to entire <em>planes</em> that were secret, such as Gygax's beloved 'demiplanes'.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 7848258, member: 4937"] This is true if and only if the players do not know the plane that the lost temple is on. But in general, the spell as written makes it impossible for any location whose plane can be discerned to be lost. For example, the location of anything on the material plane can be discovered by simply Planeshifting to any other plane, and then Planeshifting back. While it's 'thoughtful' that the writer of the spell realized that pinpoint travel could be problematic to encounter design and so at least gives the GM permission in the spell text to block travel directly into the Great Khan of the Dao's personal treasure chamber or otherwise to the last room of a prepared adventure or scenario, the fact that he overlooked that some locations might be campaign secrets is baffling. The exact text is nearly a worst of all world's scenario where neither the player nor the GM are empowered, since the mechanics depend explicitly on GM fiat but the GM's ability to craft scenarios is constrained for no good reason. The material component only constrains the players if planar travel is such a new thing in your game world that the exact notes and constructions of tuning forks needed to travel to other planes is not widely known. This is unlikely in a world with as widespread of magic and literacy as is presumed, which is I think the default for 5e (see description of the 5e Teleportation Circle spell for example). In the past, the tuning fork issue existed only to prevent transport to entire [I]planes[/I] that were secret, such as Gygax's beloved 'demiplanes'. [/QUOTE]
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