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Why don't more people play high level campaigns? 13th+
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<blockquote data-quote="Particle_Man" data-source="post: 3405729" data-attributes="member: 892"><p>I've just gone through the phb to locate the spells that I think of as problematic (not impossibly so, but definitely something a DM would have to work at to take into account). Here is what I came up with:</p><p></p><p>Animal Shapes</p><p>Clone </p><p>Dimension Door</p><p>Ethereal Jaunt</p><p>Etherealness</p><p>Gate</p><p>Magic Jar</p><p>Miracle</p><p>Modenkainen's Disjunction</p><p>Nightmare</p><p>Passwall</p><p>Phase Door</p><p>Polymorph</p><p>Polymorph any Object</p><p>Raise Dead</p><p>Reincarnate</p><p>Resurrection</p><p>Scrying</p><p>Scrying, Greater</p><p>Shadow Walk</p><p>Shapechange</p><p>Simulacrum</p><p>Teleport</p><p>Teleport Object</p><p>Teleport, Greater</p><p>Teleportation Circle</p><p>Transport via Plants</p><p>Tree Stride</p><p>True Resurrection</p><p>Wish</p><p></p><p>Most of the above are part of the Scry-Buff-Teleport triple. (To that end, I left in Clairaudience/Clairvoyance, but took out "easy access" spells like dimension door, passwall, etc., that would make the 3rd of that triple). Gate can be part of that *and* can lead to abusive controls of too powerful creatures. Other play the "death is just my spring break" card. Others are part of the Polymorph mess. Magic Jar is a cheap way to gain free stats. Mord's Disjunction is just too good at permanent debuffing to safely use vs. players. Nightmare, if repeated enough, can negate a magic-user forever. Simulacrum is also open to abuse. And Teleport (bomb) Object, can be part of that dangerous triple.</p><p></p><p>Now I did not put "Save or Die" or close cousin "Save or be Screwed" spells on that list (or even distant cousin Blasphemy, the "don't save *and* be screwed" spell, though that could be easily modified). I am personally on the fence on that issue, as high level casters *should* be dangerous. On the other hand, without Raise Dead and its cousins, it seems the odds will catch up with the players eventually, so maybe that sort of spell should be banned too. That would make my above list much longer and the PHB spells list much shorter.</p><p></p><p>If you ban the above spells, and Monster and Magic Item abilities that duplicate the above, then I think high-level campaigns would retain more of the low-level feel. Of course, there still is the "legion of modifiers" problem, where an attack roll has 6 things that situationally add to it, 7 things that situationally subtract from it, and you soemtimes have to recalculate it from round to round. Not sure how to deal with that one.</p><p></p><p>Also, some class abilities that duplicate spells from the above list:</p><p></p><p>Druid Shapechange ability (possibly fixable by replacing with PHB II druid ability?)</p><p></p><p>Monk Abundant Step (perhaps give them Jump spell-like ability instead?), Emptyness of Body (perhaps give Gaseous Form spell-like ability instead?)</p></blockquote><p></p>
[QUOTE="Particle_Man, post: 3405729, member: 892"] I've just gone through the phb to locate the spells that I think of as problematic (not impossibly so, but definitely something a DM would have to work at to take into account). Here is what I came up with: Animal Shapes Clone Dimension Door Ethereal Jaunt Etherealness Gate Magic Jar Miracle Modenkainen's Disjunction Nightmare Passwall Phase Door Polymorph Polymorph any Object Raise Dead Reincarnate Resurrection Scrying Scrying, Greater Shadow Walk Shapechange Simulacrum Teleport Teleport Object Teleport, Greater Teleportation Circle Transport via Plants Tree Stride True Resurrection Wish Most of the above are part of the Scry-Buff-Teleport triple. (To that end, I left in Clairaudience/Clairvoyance, but took out "easy access" spells like dimension door, passwall, etc., that would make the 3rd of that triple). Gate can be part of that *and* can lead to abusive controls of too powerful creatures. Other play the "death is just my spring break" card. Others are part of the Polymorph mess. Magic Jar is a cheap way to gain free stats. Mord's Disjunction is just too good at permanent debuffing to safely use vs. players. Nightmare, if repeated enough, can negate a magic-user forever. Simulacrum is also open to abuse. And Teleport (bomb) Object, can be part of that dangerous triple. Now I did not put "Save or Die" or close cousin "Save or be Screwed" spells on that list (or even distant cousin Blasphemy, the "don't save *and* be screwed" spell, though that could be easily modified). I am personally on the fence on that issue, as high level casters *should* be dangerous. On the other hand, without Raise Dead and its cousins, it seems the odds will catch up with the players eventually, so maybe that sort of spell should be banned too. That would make my above list much longer and the PHB spells list much shorter. If you ban the above spells, and Monster and Magic Item abilities that duplicate the above, then I think high-level campaigns would retain more of the low-level feel. Of course, there still is the "legion of modifiers" problem, where an attack roll has 6 things that situationally add to it, 7 things that situationally subtract from it, and you soemtimes have to recalculate it from round to round. Not sure how to deal with that one. Also, some class abilities that duplicate spells from the above list: Druid Shapechange ability (possibly fixable by replacing with PHB II druid ability?) Monk Abundant Step (perhaps give them Jump spell-like ability instead?), Emptyness of Body (perhaps give Gaseous Form spell-like ability instead?) [/QUOTE]
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