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General Tabletop Discussion
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Limitations on Plane Shift?
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<blockquote data-quote="iserith" data-source="post: 7848260" data-attributes="member: 97077"><p>What is incoherent about it? There are particular parameters. If those parameter are met, you are transported there.</p><p></p><p></p><p></p><p>Both how a spell is written in <em>another game entirely</em> (D&D 3.Xe) and as compared to <em>another spell entirely</em> are not important in my view and not evidence of some objective problem with the spell as written.</p><p></p><p></p><p></p><p>This appears to presume that the spell solves all possible problems and not just the one - getting to the adventure location. You don't necessarily "win" by casting it. You just skip some amount of content the DM prepared which, in my opinion, should be taken into consideration by the DM. It's really no different than a DM crafting a difficult combat challenge with trolls only to see it trivialized by a party well-armed with fire magic and alchemist fire. If you want that combat challenge to be difficult, some adjustments need to be made. Same deal here with assuming the PCs will engage with the content prior to the hidden temple. An incentive needs to be created to encourage that ouctome (treasure and XP might be sufficient, or the necessity of finding a McGuffin or talking to some NPC prior to the final showdown) or some limitation to plane shift introduced.</p><p></p><p>This discussion, frankly, is as old as the hills. There's a common complaint that once the PCs get the ability to fly or teleport that all manner of exploration challenges, particularly overland travel, are trivialized. Well, yeah, <em>some </em>are. But not all, and certainly not when the PCs have an actual <em>reason </em>to engage with them or a compulsion due to limitations on their resources.</p></blockquote><p></p>
[QUOTE="iserith, post: 7848260, member: 97077"] What is incoherent about it? There are particular parameters. If those parameter are met, you are transported there. Both how a spell is written in [I]another game entirely[/I] (D&D 3.Xe) and as compared to [I]another spell entirely[/I] are not important in my view and not evidence of some objective problem with the spell as written. This appears to presume that the spell solves all possible problems and not just the one - getting to the adventure location. You don't necessarily "win" by casting it. You just skip some amount of content the DM prepared which, in my opinion, should be taken into consideration by the DM. It's really no different than a DM crafting a difficult combat challenge with trolls only to see it trivialized by a party well-armed with fire magic and alchemist fire. If you want that combat challenge to be difficult, some adjustments need to be made. Same deal here with assuming the PCs will engage with the content prior to the hidden temple. An incentive needs to be created to encourage that ouctome (treasure and XP might be sufficient, or the necessity of finding a McGuffin or talking to some NPC prior to the final showdown) or some limitation to plane shift introduced. This discussion, frankly, is as old as the hills. There's a common complaint that once the PCs get the ability to fly or teleport that all manner of exploration challenges, particularly overland travel, are trivialized. Well, yeah, [I]some [/I]are. But not all, and certainly not when the PCs have an actual [I]reason [/I]to engage with them or a compulsion due to limitations on their resources. [/QUOTE]
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