Nifft
Penguin Herder
Eh, so every DM has to carefully design his setting and encounters so as to nerf this spell? No thanks. I'm lazy.Geron Raveneye said:Example: Polymorph spells.
The 3E versions were pretty good, and if you actually read through it once, they were easy to use as well. The one limitation that should not have been just implied but written out was that the caster can transform himself/target into anything he is familiar with

I actually find this combo to be more problematic in that the party would be unlikely to survive, rather than the millennium-old BBEGs. In my world, teleport takes three rounds to complete, and there is a loud noise at the destination (starts as a DC 5 Listen check, then a louder DC -5 buzzing, and finally a DC -15 thunderclap as the spell completes). The target of a teleport attack is seldom caught flat-footed.Geron Raveneye said:Example: Scry & Teleport
Comes up a lot in the current discussions about "game breaker" spell combos. Apart from the fact that nearly everybody of power who lives in a world where Scry is around for millenia already should routinely have scrying or teleporting countermeasures installed, the basic problem is that the risk for "Death by Mishap" has been reduced to nothing, which makes it easy to abuse Teleport whenever you can. This was done because "dying from one unlucky die roll is NO FUN!" to the wizard player, so the death chance was eliminated. So in order to make teleporting less (ab)useful, it got a reduced range slapped on.
But again, it was up to the DM to fix this. Not good IMHO.
Strongly disagree. Polymorph messed up my 3.0e game, as did haste. 3.5e fixed a lot of stuff that affected my game. Please don't call my problems imaginary.Geron Raveneye said:There's a handful more of those "problems" that were created by patching up imagined problems that could have been very easily dealt with if they really existed, which led to more patches, etc. And all was called "progress", while in the end it was only change.
Cheers, -- N