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Limitations on Plane Shift?
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<blockquote data-quote="Uller" data-source="post: 7848971" data-attributes="member: 413"><p>I agree that it could have neen worded better, but I think you overstate the brokenness of it. </p><p></p><p>If you want accurate interplanar travel you need to use Gate. If you want accurate travel within your own plane you need teleport. Even then, you need very specific knowledge to get exactly where you want to go.</p><p></p><p>With plane shift you can get in yhe general area of a place you want to go but the text gives a lot of leeway to the DM. First off...how hard or easy is it to acquire the material components? The DM can just handwave it away, subtract 250gp from the PC's wealth and move on. Or ot could require actually finding a rod that is attuned to the place they wish to go. I would rule that the only way to manufacture such a rode is to do it on the target plane...so of the DM has in mind some adventures for the party to find a "secret" location and they insted come up with this crazy plan...okay...here are the costs in time and money to acquire the material components and here are the risks...cheif among the risks is the party has no control iver where they land and no way to make that landing safer or more accurate unless they can learn the sigil sequence for a teleportation circle...failing that, they can land 100 miles away or in a sealed room in the dungeons of their destination...whatever seems interesting to me (I would base this on the alignment of the target plane and that of the PC casting the spell...if they are opposed, the spell lands them in a very bad place).</p><p></p><p>It seems to me that if the party decides to use plane shift to attempt to casually juant around the multiverse, there are plenty of obstacles and interesting problems the DM can put in their way.</p><p></p><p>As for using it to find a secret location on the plane they are on...that seems to me to present its own set of interesting problems...once they get there, how do they know where they are in the world? Sure...they can take this risky trip through another plane but once at their destination they still don't know for certain where that place is...now they can scry or teleport for repeat trips but the actual location of the destination is still not known without some other</p><p></p><p></p><p>I think you are giving the spell more power than it has. The text implies you cannot use it to get to a specific location...only general, and even then the DM has a lot of options available on how accurate he wants it to be. </p><p></p><p>First you have to have a component "attuned" to the target plane. There are no rules I am aware of on what that means so the DM can rule anywhere from handwaving it away and charging the PC 250 gp to requiring time and checks to manufacture one to requiring quests to get such an item. This is not trivial. I would rule that to "attune" the rod to a plane you must be on the target plane. So these things would not be easily available and would be jealously guarded.</p><p></p><p>Once you have the rod, you can get in the vicinity of your target. But the DM has all sorts of leeway on where you arrive...you could be 100 miles away. You could be in a sealed room in the dungeons below your target. I would choose a location based on the alignment of the caster and the target plane...the more in opposition they are, the more dangerous and less advantageous the arrival point will be. Once there, you have no knowledge of where you actually are...just you are on the target plane and somewhere in the vicinity of the place you named. So without further investigation you cannot just teleport home and tell the world where the place is actually located. </p><p></p><p>Is there a spell that can serve as a GPS device?</p><p> </p><p>The only way to be more accurate is to have knowledge of a teleportation circle at the target location. </p><p></p><p>Planeshift is not Gate and if the players try to use it like it is Gate the DM has tools to prevent that if he wants.</p><p></p><p>Considering what my players have been willing to do to make sure Teleport is reliable, I can't imagine they would even consider Planeshift to get into any hostile location if there is some other reasonable way presented to them.</p><p></p><p>But YMMV.</p></blockquote><p></p>
[QUOTE="Uller, post: 7848971, member: 413"] I agree that it could have neen worded better, but I think you overstate the brokenness of it. If you want accurate interplanar travel you need to use Gate. If you want accurate travel within your own plane you need teleport. Even then, you need very specific knowledge to get exactly where you want to go. With plane shift you can get in yhe general area of a place you want to go but the text gives a lot of leeway to the DM. First off...how hard or easy is it to acquire the material components? The DM can just handwave it away, subtract 250gp from the PC's wealth and move on. Or ot could require actually finding a rod that is attuned to the place they wish to go. I would rule that the only way to manufacture such a rode is to do it on the target plane...so of the DM has in mind some adventures for the party to find a "secret" location and they insted come up with this crazy plan...okay...here are the costs in time and money to acquire the material components and here are the risks...cheif among the risks is the party has no control iver where they land and no way to make that landing safer or more accurate unless they can learn the sigil sequence for a teleportation circle...failing that, they can land 100 miles away or in a sealed room in the dungeons of their destination...whatever seems interesting to me (I would base this on the alignment of the target plane and that of the PC casting the spell...if they are opposed, the spell lands them in a very bad place). It seems to me that if the party decides to use plane shift to attempt to casually juant around the multiverse, there are plenty of obstacles and interesting problems the DM can put in their way. As for using it to find a secret location on the plane they are on...that seems to me to present its own set of interesting problems...once they get there, how do they know where they are in the world? Sure...they can take this risky trip through another plane but once at their destination they still don't know for certain where that place is...now they can scry or teleport for repeat trips but the actual location of the destination is still not known without some other I think you are giving the spell more power than it has. The text implies you cannot use it to get to a specific location...only general, and even then the DM has a lot of options available on how accurate he wants it to be. First you have to have a component "attuned" to the target plane. There are no rules I am aware of on what that means so the DM can rule anywhere from handwaving it away and charging the PC 250 gp to requiring time and checks to manufacture one to requiring quests to get such an item. This is not trivial. I would rule that to "attune" the rod to a plane you must be on the target plane. So these things would not be easily available and would be jealously guarded. Once you have the rod, you can get in the vicinity of your target. But the DM has all sorts of leeway on where you arrive...you could be 100 miles away. You could be in a sealed room in the dungeons below your target. I would choose a location based on the alignment of the caster and the target plane...the more in opposition they are, the more dangerous and less advantageous the arrival point will be. Once there, you have no knowledge of where you actually are...just you are on the target plane and somewhere in the vicinity of the place you named. So without further investigation you cannot just teleport home and tell the world where the place is actually located. Is there a spell that can serve as a GPS device? The only way to be more accurate is to have knowledge of a teleportation circle at the target location. Planeshift is not Gate and if the players try to use it like it is Gate the DM has tools to prevent that if he wants. Considering what my players have been willing to do to make sure Teleport is reliable, I can't imagine they would even consider Planeshift to get into any hostile location if there is some other reasonable way presented to them. But YMMV. [/QUOTE]
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