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<blockquote data-quote="Forrester" data-source="post: 325855" data-attributes="member: 1279"><p>Let me address these points in turn:</p><p></p><p>1) I'm aware that high-level play is different from low-level play, but that is not to say that 3E collapses of its own weight without Commune, Scry, Wish, and Teleport. God forbid characters have to walk around, or, more likely, fly around. Or figure out things for themselves, instead of using a deific Cheat Sheet. There are plenty of fruits out there left after you take away God's home telephone number. Which they get at freaking 9th level. </p><p></p><p>2) Scry/Teleport is NOT something that is easy to work around unless you add a bunch of spells that protect large areas (like home bases) against scrying. That's one solution, but it's not great. Again, the party in my campaign has high-level enemies, and is going to be making enemies that are even higher level. Scry/Teleport would kick their sorry asses if they were EVER adventuring in the field. I could create a bunch of magic items that gave permanent protection from Scrying, of course, but that's another kludge. The point is that there's lots of ways of trying to get around the problem; I fail to see why changing a few rules is considered to be a worse solution than adding a bunch of Scry-hating spells and magic items, or a worse solution than the GM changing the challenge he wishes the PCs to endure. </p><p></p><p>In sum, I don't think that DMs should feel forced (or even be encouraged) to adapt to scry/teleport, scry/teleport or Commune spells every week (the 100xp cost is a joke at that level) by changing their story and plotlines to fit those spells. </p><p></p><p><span style="font-size: 15px">The spells are supposed to be secondary to the plotline. Not the other way around.</span></p><p></p><p>3E can scale to mystery formats just fine . . . all you have to do is weaken or remove or change the Divination spells. It's not rocket science. </p><p></p><p>--------</p><p>By the way, I'm not familiar with The Standing Stone, so I can't comment on its cheesiness. What rules, exactly, do they break?</p></blockquote><p></p>
[QUOTE="Forrester, post: 325855, member: 1279"] Let me address these points in turn: 1) I'm aware that high-level play is different from low-level play, but that is not to say that 3E collapses of its own weight without Commune, Scry, Wish, and Teleport. God forbid characters have to walk around, or, more likely, fly around. Or figure out things for themselves, instead of using a deific Cheat Sheet. There are plenty of fruits out there left after you take away God's home telephone number. Which they get at freaking 9th level. 2) Scry/Teleport is NOT something that is easy to work around unless you add a bunch of spells that protect large areas (like home bases) against scrying. That's one solution, but it's not great. Again, the party in my campaign has high-level enemies, and is going to be making enemies that are even higher level. Scry/Teleport would kick their sorry asses if they were EVER adventuring in the field. I could create a bunch of magic items that gave permanent protection from Scrying, of course, but that's another kludge. The point is that there's lots of ways of trying to get around the problem; I fail to see why changing a few rules is considered to be a worse solution than adding a bunch of Scry-hating spells and magic items, or a worse solution than the GM changing the challenge he wishes the PCs to endure. In sum, I don't think that DMs should feel forced (or even be encouraged) to adapt to scry/teleport, scry/teleport or Commune spells every week (the 100xp cost is a joke at that level) by changing their story and plotlines to fit those spells. [size=4]The spells are supposed to be secondary to the plotline. Not the other way around.[/size] 3E can scale to mystery formats just fine . . . all you have to do is weaken or remove or change the Divination spells. It's not rocket science. -------- By the way, I'm not familiar with The Standing Stone, so I can't comment on its cheesiness. What rules, exactly, do they break? [/QUOTE]
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