Ahglock said:
Sure, but where do you stop?
A lot of my ability to enjoy playing 4e will be based on where they stopped. Removing a option or two wont stop it form being fun, on the exaggerated side if you remove too many options and I then am playing a board game.
That's a good question.
The "Scry-Buff-Teleport" tactic seemed to be reduced in 4E by weakening the middle part - buffs seem to last no longer then one round. What happened to Scry and Teleport, we don't know yet.
A good indicator for "spells-to-remove" is: "Do they take away the excitement?" "Do they remove adventure options"
Scry-Buff-Teleport pretty much removes the excitement of the combat. Most monsters just won't survive this kind of "Alpha Strike". It leads to an anti-climatic encounter. There is some satisfaction gained from "good play", but it is pretty shallow. So, nerf this tactic.
Scry: Allows you to find information on a person. Doesn't seem to affect excitement, figuring out stuff can be interesting. There is a risk, however, it removes the excitement of a small "mini-adventure" where you find contacts. But if you limit the kind of information that can be gained by Scry, you're still pretty good.
Find the Path: Allows you to find any location. Hmm. Not really exciting. Seems pretty similar to Scry, in a way. But Scry is a little more exciting, since seeing a person is still not being there, and you need to use the information. Like Scry, it removes the "mini-adventure" of finding the location yourself. But it also removes stuff like finding traps and facing obstacles (since the part warns you of either and helps you overcoming it).
So, maybe it shouldn't really be a "fire & forget" spell, and more something more eloberate -maybe a Ritual?
Teleport: Allows you to reach any destination in no time. Pretty exciting, you can go wherever you want! But wait, it removes the overland-travel. That was pretty fun, and a lot of stuff could happen there. But then, if you don't have Teleport, you can't really have stories that cover wide areas, like an entire continent (at least not without a lot of handwaving of "you travel another 3 weeks, and you reach the cultists just in time to stop their world-domination ritual) . So, maybe it should be a ritual? Or is a high level spell enough, so that at lower levels, you can do all the overland-travel you want, and at high levels, you can do all the world-spanning adventures you want?
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