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*Dungeons & Dragons
Teleport /fly /misty step the bane of cool dungeon design is RAW in 5E
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<blockquote data-quote="Saeviomagy" data-source="post: 7225991" data-attributes="member: 5890"><p>Jumping now qualifies for the rule of cool? Well... whatever. He spent resources on the ability to jump whenever, wherever and however he wanted. He lost nothing by making the jump.</p><p></p><p>First up - yes, I can picture in my mind a holy warrior disintegrating into a thousand shards of light and flashing towards his foe in a flaring blast of righteous fury. Just because you lack imagination, or are willfully not exercising it because you have some sort of grudge doesn't make it any less exciting than some guy jumping a bit.</p><p></p><p>Secondly if your group is only ever having 3 fights a day, then obviously people on a resources-per-day scheme will be worse off. That's on your DM.</p><p></p><p></p><p>And it's up to the DM to have a world where taking the rest of the day off because you're a little tie-tie is a drawback.</p><p></p><p></p><p></p><p>First up: If they're of a level where making the <em>entire party</em> fly is a trivial cost, and you aren't planning for that, then guess what, you done screwed up your dungeon design!</p><p></p><p>Ok, so they fly across and somehow the resource expenditure is trivial. What now?</p><p></p><p>Well - either they're fighting a god of death on a tiny platform and are unable to get out of melee range, OR they're flying above the mist with a diminished combat capability (the fly spell requires concentration, which is a combat resource PLUS a risk, wildshaping has obvious drawbacks, riding anything to fly has risks) and no way to take cover.</p><p></p><p>To me, those both sound like bad options unless my DM's idea of a challenging encounter is a melee bruiser who deliberately attacks the most durable party member every round. In your scenario I'd just be solving the cultist's ritual so that I've got more tactical options for the upcoming encounter.</p><p></p><p></p><p>I sort of have. The game was darksun, and we were playing the adventures that followed the prism pentad. My character was a half-giant psion with high enough stats that he could reliably use a discipline called 'wormhole' (I think?). It allowed me to instantly teleport the entire party anywhere. In retrospect, I would not have done so had I known exactly how thoroughly the modules depended on the party facing complications during overland travel, or being corralled in various city-states and having to work to escape. Towards the end of the campaign, my DM pointed out that we were several levels below the recommendations for the modules we were playing, since we'd totally skipped one entire module with two wormholes.</p><p></p><p>That said... the session still didn't go badly, because the DM just winged it.</p></blockquote><p></p>
[QUOTE="Saeviomagy, post: 7225991, member: 5890"] Jumping now qualifies for the rule of cool? Well... whatever. He spent resources on the ability to jump whenever, wherever and however he wanted. He lost nothing by making the jump. First up - yes, I can picture in my mind a holy warrior disintegrating into a thousand shards of light and flashing towards his foe in a flaring blast of righteous fury. Just because you lack imagination, or are willfully not exercising it because you have some sort of grudge doesn't make it any less exciting than some guy jumping a bit. Secondly if your group is only ever having 3 fights a day, then obviously people on a resources-per-day scheme will be worse off. That's on your DM. And it's up to the DM to have a world where taking the rest of the day off because you're a little tie-tie is a drawback. First up: If they're of a level where making the [i]entire party[/i] fly is a trivial cost, and you aren't planning for that, then guess what, you done screwed up your dungeon design! Ok, so they fly across and somehow the resource expenditure is trivial. What now? Well - either they're fighting a god of death on a tiny platform and are unable to get out of melee range, OR they're flying above the mist with a diminished combat capability (the fly spell requires concentration, which is a combat resource PLUS a risk, wildshaping has obvious drawbacks, riding anything to fly has risks) and no way to take cover. To me, those both sound like bad options unless my DM's idea of a challenging encounter is a melee bruiser who deliberately attacks the most durable party member every round. In your scenario I'd just be solving the cultist's ritual so that I've got more tactical options for the upcoming encounter. I sort of have. The game was darksun, and we were playing the adventures that followed the prism pentad. My character was a half-giant psion with high enough stats that he could reliably use a discipline called 'wormhole' (I think?). It allowed me to instantly teleport the entire party anywhere. In retrospect, I would not have done so had I known exactly how thoroughly the modules depended on the party facing complications during overland travel, or being corralled in various city-states and having to work to escape. Towards the end of the campaign, my DM pointed out that we were several levels below the recommendations for the modules we were playing, since we'd totally skipped one entire module with two wormholes. That said... the session still didn't go badly, because the DM just winged it. [/QUOTE]
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Teleport /fly /misty step the bane of cool dungeon design is RAW in 5E
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