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problem spells in 3.5
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<blockquote data-quote="Greenfield" data-source="post: 6242902" data-attributes="member: 6669384"><p>Hmm You seem to have excluded all information gathering spells and abilities. Not sure I agree, but it's your game.</p><p></p><p>Our current campaign removed <em>Teleport</em> and it's greater kin, but left <em>Dimension Door</em> in place. Our reasoning was that we didn't want spells/abilities that removed overland adventuring from play. We also played up <em>Shadow Walk</em> as a scary and dangerous spell to use, a journey through the nightmare realm, or a walk by the river Styx. While we've never actually played a nasty encounter in the Shadow realm, as PCs it's a constant fear. As players it's a decision not to abuse. Oddly, it's been the DMs who fudge this rule the most often, with various temples or whoever in NPCdom calling for or supplying the <em>Teleportation</em> effect.</p><p></p><p>We also excluded any Divination spell that speaks directly to a deity. So low level stuff like <em>Augry</em> works, as does <em>Scrying</em>, but simply asking god to solve your problems for you seemed like cheating, so those spells were out.</p><p></p><p>Of course, our group doesn't abuse <em>Detect Magic</em> abilities. Our gaming style makes it hard, unless you have it always available. Too many opportunities to use it, and so few where it would pay off. You run out of <em>Detect</em> too fast. And again, it's a collective decision not to ruin the adventures that the various DM's have worked so hard to design for us.</p></blockquote><p></p>
[QUOTE="Greenfield, post: 6242902, member: 6669384"] Hmm You seem to have excluded all information gathering spells and abilities. Not sure I agree, but it's your game. Our current campaign removed [I]Teleport[/I] and it's greater kin, but left [I]Dimension Door[/I] in place. Our reasoning was that we didn't want spells/abilities that removed overland adventuring from play. We also played up [I]Shadow Walk[/I] as a scary and dangerous spell to use, a journey through the nightmare realm, or a walk by the river Styx. While we've never actually played a nasty encounter in the Shadow realm, as PCs it's a constant fear. As players it's a decision not to abuse. Oddly, it's been the DMs who fudge this rule the most often, with various temples or whoever in NPCdom calling for or supplying the [I]Teleportation[/I] effect. We also excluded any Divination spell that speaks directly to a deity. So low level stuff like [I]Augry[/I] works, as does [I]Scrying[/I], but simply asking god to solve your problems for you seemed like cheating, so those spells were out. Of course, our group doesn't abuse [I]Detect Magic[/I] abilities. Our gaming style makes it hard, unless you have it always available. Too many opportunities to use it, and so few where it would pay off. You run out of [I]Detect[/I] too fast. And again, it's a collective decision not to ruin the adventures that the various DM's have worked so hard to design for us. [/QUOTE]
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