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More powerful spells at first level?
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<blockquote data-quote="osarusan" data-source="post: 2295724" data-attributes="member: 13950"><p>[Edit: I changed the title of this post to match the topic better... as I wrote the original post in a hurry and just threw that title in. It used to be "How do you deal with spell differences?"]</p><p></p><p></p><p></p><p></p><p>I'm really enjoying using EOM in my game. The flexibility is fantastic, and all of my players absolutely love it.</p><p></p><p>However, one thing I'm running into snares with is balancing dungeons now that my players have access to abilities at low level that were previoulsy reserved for higher levels. For example, teleport used to be a decently high level spell so that players couldn't cast it around freely... but players in EOM can easily use Move Space to teleport the party into separate areas of the dungeon, bypassing traps, rooms, etc. We may not all expect the PCs to enter the dungeon through the front door at low levels... but it causes problems when they can teleport up or down into different levels of the dungeon and bypass entire areas... effectively giving them 100% control over how to go through the dungeon.</p><p></p><p>It created a problem in my game last week where the PCs used Move Space to teleport into the main room of a small keep rather than fight their way in through the front door, and (I'm in a game right now, on a food break) it's about to cause trouble as they're about to enter a dungeon and may teleport up a level to the last room in the dungeon without even realizing it.</p><p></p><p>Obviously one answer is "Don't make your dungeons so linear." But it's hard to make a game where the whole place is entirely free-handed. Also, it takes the fun out of it for the DM and for the players when the game is so anticlimactic that they can fight the end guy first-thing... Sorry if this sounds rushed, like I said I'm in game and actually am rushing a little bit.</p><p></p><p>Anyway, other than making all of my dungeon floors over 30-feet apart (I don't want to completely *negate* the use of Move Space... just make it less game-kill), what can I do? I want this dungeon to be fun and challenging, without having to just tell my players "oh, there happens to be an antimagic field there..." or "oh it just somehow doesn't work now."</p><p></p><p>So what do you guys do to prevent low-level characters from becoming so powerful? Or did I misread the rules?</p></blockquote><p></p>
[QUOTE="osarusan, post: 2295724, member: 13950"] [Edit: I changed the title of this post to match the topic better... as I wrote the original post in a hurry and just threw that title in. It used to be "How do you deal with spell differences?"] I'm really enjoying using EOM in my game. The flexibility is fantastic, and all of my players absolutely love it. However, one thing I'm running into snares with is balancing dungeons now that my players have access to abilities at low level that were previoulsy reserved for higher levels. For example, teleport used to be a decently high level spell so that players couldn't cast it around freely... but players in EOM can easily use Move Space to teleport the party into separate areas of the dungeon, bypassing traps, rooms, etc. We may not all expect the PCs to enter the dungeon through the front door at low levels... but it causes problems when they can teleport up or down into different levels of the dungeon and bypass entire areas... effectively giving them 100% control over how to go through the dungeon. It created a problem in my game last week where the PCs used Move Space to teleport into the main room of a small keep rather than fight their way in through the front door, and (I'm in a game right now, on a food break) it's about to cause trouble as they're about to enter a dungeon and may teleport up a level to the last room in the dungeon without even realizing it. Obviously one answer is "Don't make your dungeons so linear." But it's hard to make a game where the whole place is entirely free-handed. Also, it takes the fun out of it for the DM and for the players when the game is so anticlimactic that they can fight the end guy first-thing... Sorry if this sounds rushed, like I said I'm in game and actually am rushing a little bit. Anyway, other than making all of my dungeon floors over 30-feet apart (I don't want to completely *negate* the use of Move Space... just make it less game-kill), what can I do? I want this dungeon to be fun and challenging, without having to just tell my players "oh, there happens to be an antimagic field there..." or "oh it just somehow doesn't work now." So what do you guys do to prevent low-level characters from becoming so powerful? Or did I misread the rules? [/QUOTE]
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More powerful spells at first level?
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