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Community
General Tabletop Discussion
*TTRPGs General
What abilities are abusable if reusable?
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<blockquote data-quote="painandgreed" data-source="post: 2904345" data-attributes="member: 24969"><p>Anything useable is abuseable. </p><p></p><p>Using Savage Species, our DM had a real trouble with the incubbus. Detect Thought, Alter Self, Charm monster, and Teleport at will really messed with her plans. We'd kill the BBEG and he'd alter self to take his place and march into the BBEG's office and call for his 2nd in commands. He'd Detect Thoughts on them to see if they were suspicious. Then begin charming them all and using Detect Thoughts to see if it works. If not, he'd Charm Monster again. So, everybody in command was charmed and those that weren't were disposed of. Eventually, it didn't even matter if he kept up the charade of being the BBEG. Teleport wasn't that big a deal because he couldn't teleport anybody else, but then he got a cage that could imprison other creatures in it. Since it was an item, he could suck the rest of the party into it one at a time and shuttle us anywhere we needed to go. </p><p></p><p>It really made a mess of the DMs plans as she was not used to playing with characters with thos abilites. Almost all the bad guys ended up having to get something to block their thoughts. Even my pixie with fly and invisiblity caused some issues. Many traps and even dungeons are renedered useless or trivial when half the party can fly and carry the other half. Basically any at will power will cause issues if you haven't thought out the ramifications, especially with other effects. Even the throw 1d6 bolt of energy becomes an issue if found in a situation where everybody else is unarmed or a position where they can constantly rain attacks upon an ememy who has no ranged attack since there is no ammo limit.</p></blockquote><p></p>
[QUOTE="painandgreed, post: 2904345, member: 24969"] Anything useable is abuseable. Using Savage Species, our DM had a real trouble with the incubbus. Detect Thought, Alter Self, Charm monster, and Teleport at will really messed with her plans. We'd kill the BBEG and he'd alter self to take his place and march into the BBEG's office and call for his 2nd in commands. He'd Detect Thoughts on them to see if they were suspicious. Then begin charming them all and using Detect Thoughts to see if it works. If not, he'd Charm Monster again. So, everybody in command was charmed and those that weren't were disposed of. Eventually, it didn't even matter if he kept up the charade of being the BBEG. Teleport wasn't that big a deal because he couldn't teleport anybody else, but then he got a cage that could imprison other creatures in it. Since it was an item, he could suck the rest of the party into it one at a time and shuttle us anywhere we needed to go. It really made a mess of the DMs plans as she was not used to playing with characters with thos abilites. Almost all the bad guys ended up having to get something to block their thoughts. Even my pixie with fly and invisiblity caused some issues. Many traps and even dungeons are renedered useless or trivial when half the party can fly and carry the other half. Basically any at will power will cause issues if you haven't thought out the ramifications, especially with other effects. Even the throw 1d6 bolt of energy becomes an issue if found in a situation where everybody else is unarmed or a position where they can constantly rain attacks upon an ememy who has no ranged attack since there is no ammo limit. [/QUOTE]
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What abilities are abusable if reusable?
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