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Removing some spells from your game
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<blockquote data-quote="ruleslawyer" data-source="post: 1316078" data-attributes="member: 1757"><p>Gameworld consistency, I think.</p><p></p><p>IMC, <em>teleport</em> is 7th level, and <em>greater teleport</em> 9th level, because I don't want PCs <em>or NPCs</em> to have cheap and cheerful methods of traveling all over the world. Why? A few reasons:</p><p></p><p>1) Trade and Communication: In a realistic game world assuming at least a few high-level spellcasters, small-package trade is likely to be done by teleportation, as are sensitive communications. I like having messengers and at least SOME risk to communication and package trade IMC, and thus don't want even 9th-level casters able to bypass limitations on these with ease. In the halcyon days of 1e, it was easier to justify a lack of common teleporting in-game (fewer high-level characters, greater teleport risk), but in 3e, which assumes balanced gaming through at least the first 20 levels, it's harder to assume that the high-level casters <em>aren't</em> out there and perfectly capable of running their own messaging and delivery services. A bit too "fantasy as technology" for me.</p><p></p><p>2) Other magical transportation methods: Plainly speaking, <em>teleport</em> simply eclipses other travel spells, even higher-level ones. It's flat-out more useful than <em>plane shift</em>, <em>shadow walk</em>, and even <em>astral projection</em> unless you actually intend to go off-plane. I prefer these travel methods to <em>teleport</em> for "flavor" reasons, and feel like their viability needs to be encouraged.</p><p></p><p>3) Delaying the buff-scry-teleport tactic a few levels. Enough said.</p><p></p><p>4) Making wizards rechargeable batteries. A ubiquitous tactic in my campaigns in the past (1e, 2e, and 3e) has been for wizards to dump all of their spells, leaving a single <em>teleport without error</em> (<em>greater teleport</em>) in reserve, and then to teleport home with their fellow party members for re-preparation and healing, then back to the dungeon. Sure, you can put barriers on the ability to teleport, but the designers themselves say that this is bad adventure design. Why not just make using this tactic hurt a bit?</p></blockquote><p></p>
[QUOTE="ruleslawyer, post: 1316078, member: 1757"] Gameworld consistency, I think. IMC, [i]teleport[/i] is 7th level, and [i]greater teleport[/i] 9th level, because I don't want PCs [i]or NPCs[/i] to have cheap and cheerful methods of traveling all over the world. Why? A few reasons: 1) Trade and Communication: In a realistic game world assuming at least a few high-level spellcasters, small-package trade is likely to be done by teleportation, as are sensitive communications. I like having messengers and at least SOME risk to communication and package trade IMC, and thus don't want even 9th-level casters able to bypass limitations on these with ease. In the halcyon days of 1e, it was easier to justify a lack of common teleporting in-game (fewer high-level characters, greater teleport risk), but in 3e, which assumes balanced gaming through at least the first 20 levels, it's harder to assume that the high-level casters [i]aren't[/i] out there and perfectly capable of running their own messaging and delivery services. A bit too "fantasy as technology" for me. 2) Other magical transportation methods: Plainly speaking, [i]teleport[/i] simply eclipses other travel spells, even higher-level ones. It's flat-out more useful than [i]plane shift[/i], [i]shadow walk[/i], and even [i]astral projection[/i] unless you actually intend to go off-plane. I prefer these travel methods to [i]teleport[/i] for "flavor" reasons, and feel like their viability needs to be encouraged. 3) Delaying the buff-scry-teleport tactic a few levels. Enough said. 4) Making wizards rechargeable batteries. A ubiquitous tactic in my campaigns in the past (1e, 2e, and 3e) has been for wizards to dump all of their spells, leaving a single [i]teleport without error[/i] ([i]greater teleport[/i]) in reserve, and then to teleport home with their fellow party members for re-preparation and healing, then back to the dungeon. Sure, you can put barriers on the ability to teleport, but the designers themselves say that this is bad adventure design. Why not just make using this tactic hurt a bit? [/QUOTE]
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