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Limitations on Plane Shift?
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<blockquote data-quote="Coroc" data-source="post: 7849511" data-attributes="member: 6895991"><p>Yo, I totally agree with you on that some means of transportation should be optional gimmicks,</p><p>(Teleport fly planeshift levitate etc.) and I also agree that if teleport could per definition end with errors, then the much more complicated planeshift should also have this possibility under circumstances.</p><p></p><p>What is not accurate in your post is that planeshift is the first encounter / method /means for PCs to encounter other planes. I sent my party three or four times to some ravenloft enclave during their ongoing greyhawk campaign already, with none of them having planeshift as a spell.</p><p></p><p>Also while I want an built in element of randomness into planeshift for certain scenarios I would also want to have a possibility to arrive in some "safe and secure" locations like the teleport circle for other scenarios. Having a low level party shifted to hell (or Ravenloft) without any direct means to get back is a pet peeve of mine. </p><p>But I also want the possibility to run some sophisticated high level planescape campaign, where the tactical use of planeshift spell is part of everyday campaigning.</p><p></p><p>So I need a rule which fits for both and is optional. E.g. no planeshift in Darksun unless you want to <s>visit,</s> ahm, I meant to say die on one of the elemental planes <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":P" title="Stick out tongue :P" data-smilie="7"data-shortname=":P" />.</p></blockquote><p></p>
[QUOTE="Coroc, post: 7849511, member: 6895991"] Yo, I totally agree with you on that some means of transportation should be optional gimmicks, (Teleport fly planeshift levitate etc.) and I also agree that if teleport could per definition end with errors, then the much more complicated planeshift should also have this possibility under circumstances. What is not accurate in your post is that planeshift is the first encounter / method /means for PCs to encounter other planes. I sent my party three or four times to some ravenloft enclave during their ongoing greyhawk campaign already, with none of them having planeshift as a spell. Also while I want an built in element of randomness into planeshift for certain scenarios I would also want to have a possibility to arrive in some "safe and secure" locations like the teleport circle for other scenarios. Having a low level party shifted to hell (or Ravenloft) without any direct means to get back is a pet peeve of mine. But I also want the possibility to run some sophisticated high level planescape campaign, where the tactical use of planeshift spell is part of everyday campaigning. So I need a rule which fits for both and is optional. E.g. no planeshift in Darksun unless you want to [S]visit,[/S] ahm, I meant to say die on one of the elemental planes :P. [/QUOTE]
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