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Why is flight considered a game breaker?
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<blockquote data-quote="Azgulor" data-source="post: 5188827" data-attributes="member: 14291"><p>I didn't say they had no place in the game, I said they were too low level for the benefit/advantage they produced.</p><p></p><p>As for Teleport & Raise Dead specifically:</p><p></p><p><strong>Teleport </strong>- while you can deal with it, you can only do so to a limited degree. Once you've invaded the BBEG fortress, say for recon, you can teleport at will (barring ridiculous provisions against it) for hit and run tactics. It's cool the first time PCs do it. It becomes tedious the sixth or seventh. It also feeds the "you must pick these spells" meta-game approach. Finally, while your suggestions are good, a real issue for me is that once I spend more time planning around the PCs abilities rather than working on adventures & NPCs, my fun-quotient as a GM goes into the crapper.</p><p></p><p><strong>Raise Dead</strong> - cheapens the whole experience. Raise Dead shouldn't be equivalent to a heal spell. The death of a character should be a big deal. There are a variety of additional mechanics available ranging from Action Points, to Fate Points, to Cheating Death rules that are more thematically appropriate to thwarting a bad roll than the following, all-too common scenario:</p><p></p><p><strong><Distraught PC> </strong> Sniff. "Bob's dead!"</p><p><strong><Unconcerned PC></strong> "Medic! I mean, cleric!" Looking at Distraught PC, "Seriously, don't sweat it. He's just dead. He's died like 5 times already..."</p><p><strong><Distraugh PC> </strong>sniff, sniff "REALLY?!?"</p><p><strong><Cleric PC></strong> "BE <em>HEAAAALED-AH</em>!!"</p><p></p><p></p><p>Bringing back the dead should be 7th level or higher spell (3.x/PF). Raising the dead shouldn't be something that someone at the high-end of MID-LEVEL (and that's pushing it) should be able to do. IMO, obviously.</p></blockquote><p></p>
[QUOTE="Azgulor, post: 5188827, member: 14291"] I didn't say they had no place in the game, I said they were too low level for the benefit/advantage they produced. As for Teleport & Raise Dead specifically: [B]Teleport [/B]- while you can deal with it, you can only do so to a limited degree. Once you've invaded the BBEG fortress, say for recon, you can teleport at will (barring ridiculous provisions against it) for hit and run tactics. It's cool the first time PCs do it. It becomes tedious the sixth or seventh. It also feeds the "you must pick these spells" meta-game approach. Finally, while your suggestions are good, a real issue for me is that once I spend more time planning around the PCs abilities rather than working on adventures & NPCs, my fun-quotient as a GM goes into the crapper. [B]Raise Dead[/B] - cheapens the whole experience. Raise Dead shouldn't be equivalent to a heal spell. The death of a character should be a big deal. There are a variety of additional mechanics available ranging from Action Points, to Fate Points, to Cheating Death rules that are more thematically appropriate to thwarting a bad roll than the following, all-too common scenario: [B]<Distraught PC> [/B] Sniff. "Bob's dead!" [B]<Unconcerned PC>[/B] "Medic! I mean, cleric!" Looking at Distraught PC, "Seriously, don't sweat it. He's just dead. He's died like 5 times already..." [B]<Distraugh PC> [/B]sniff, sniff "REALLY?!?" [B]<Cleric PC>[/B] "BE [I]HEAAAALED-AH[/I]!!" Bringing back the dead should be 7th level or higher spell (3.x/PF). Raising the dead shouldn't be something that someone at the high-end of MID-LEVEL (and that's pushing it) should be able to do. IMO, obviously. [/QUOTE]
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