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Why is flight considered a game breaker?
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<blockquote data-quote="Janx" data-source="post: 5188720" data-attributes="member: 8835"><p>Teleport is another "bypass a whole ton of stuff" spell. Probably even more so than flight, as the steps it takes to block teleports can get even more outrageous.</p><p></p><p>Haste to my experience has mostly been a combat changer. It makes combat easier. That's not the same as bypassing a ton of content as a surprise to the DM.</p><p></p><p>What's unbalancing about Raise Dead? It's mostly a heal spell for when the GM ganks a PC.</p><p></p><p>I think for a GM, it helps to have methods to make decent encounters and situations that have a fair balance of variety that includes sometimes blocking known "exploits".</p><p></p><p>I think it is also good for the GM to have a checklist of those exploits, and to figure out if it is fair for the given encounter to have a block for it, preferably from list of blocks so that the GM isn't using the same excuse every single time.</p><p></p><p>For instance to block Fire:</p><p>the structure isn't flamable (made of stone)</p><p>the structure is wet</p><p>the structure could ignite neighboring "innocent" structures</p><p>the structure has hostages or non-hostiles inside</p><p>the structure has desirable valuables inside</p><p></p><p>to block Speak with dead:</p><p>the subject didn't see the murderer</p><p>the subject doesn't know the murderer</p><p>the subject mistook the murderer</p><p>the subject is lying about the murderer</p><p></p><p>To block Flight:</p><p>the encounter is indoors (low ceiling)</p><p>the encounter is under a tree canopy</p><p>the encounter is smokey (smoke rises, those in air can't see/breathe well)</p><p>the encounter is drafty (strong wind current, forces movement on fliers)</p><p></p><p>to block Teleport:</p><p>the destination is too far away</p><p>the destination is unknown/unfamilar</p><p>the destination is shielded to block teleports</p><p></p><p>to block Haste:</p><p>the path is crossed with super-fine razor wire*</p><p></p><p>*it worked for Drizz't with a plowshare and quickling. Plus, in MN, people die from decapitation by barb wire and snowmobile, so it's plenty feasible that running at haste through some wire will do some damage.</p><p></p><p>Anymore blocking/negation ideas? </p><p></p><p>I don't think its fair for every encounter to employ all of these, but it is fair that some % of them feature 1 or more negations.</p></blockquote><p></p>
[QUOTE="Janx, post: 5188720, member: 8835"] Teleport is another "bypass a whole ton of stuff" spell. Probably even more so than flight, as the steps it takes to block teleports can get even more outrageous. Haste to my experience has mostly been a combat changer. It makes combat easier. That's not the same as bypassing a ton of content as a surprise to the DM. What's unbalancing about Raise Dead? It's mostly a heal spell for when the GM ganks a PC. I think for a GM, it helps to have methods to make decent encounters and situations that have a fair balance of variety that includes sometimes blocking known "exploits". I think it is also good for the GM to have a checklist of those exploits, and to figure out if it is fair for the given encounter to have a block for it, preferably from list of blocks so that the GM isn't using the same excuse every single time. For instance to block Fire: the structure isn't flamable (made of stone) the structure is wet the structure could ignite neighboring "innocent" structures the structure has hostages or non-hostiles inside the structure has desirable valuables inside to block Speak with dead: the subject didn't see the murderer the subject doesn't know the murderer the subject mistook the murderer the subject is lying about the murderer To block Flight: the encounter is indoors (low ceiling) the encounter is under a tree canopy the encounter is smokey (smoke rises, those in air can't see/breathe well) the encounter is drafty (strong wind current, forces movement on fliers) to block Teleport: the destination is too far away the destination is unknown/unfamilar the destination is shielded to block teleports to block Haste: the path is crossed with super-fine razor wire* *it worked for Drizz't with a plowshare and quickling. Plus, in MN, people die from decapitation by barb wire and snowmobile, so it's plenty feasible that running at haste through some wire will do some damage. Anymore blocking/negation ideas? I don't think its fair for every encounter to employ all of these, but it is fair that some % of them feature 1 or more negations. [/QUOTE]
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Why is flight considered a game breaker?
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