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You're doing what? Surprising the DM
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<blockquote data-quote="pemerton" data-source="post: 6107245" data-attributes="member: 42582"><p>My main point is that, in practice, there are a range of ways of making sense of 3E Plane Shift. I've made it clear what I think the balance rationale is for the 5d100 mile deviation. The extent to which it should dictate pacing as well is I think something on which different play approaches have plenty of flexibility.</p><p></p><p>It depends a lot on context, obviously.</p><p></p><p>But this to me doesn't sound like what happened in [MENTION=22779]Hussar[/MENTION]'s game. It doesn't sound like they deliberately chose to be stuck in the desert. Given Hussar was playing some sort of splat class (Binder?) maybe they didn't have a proper wizard - in which case they're being double hosed, because not only have they got a weaker PC but as a result they're not getting the ability to just ignore the desert.</p><p></p><p>If summoning the huge centipede is an ability at about the same level as teleportation, but the best magical travel ability the party in question has access to, that would certainly affect my adjudication.</p><p></p><p>I've seen zero evidence that this is what Hussar's GM was doing.</p><p></p><p>Linking this to the siege idea from upthread - as the GM narrates the PC's crossing of the desert on their arthropod, s/he also mentions the airborne scout who flies overhead (maybe a vrock?). So when the PCs arrive in City B, some relevant antagonist is alerted to their coming. (Or even sends out some sort of advance hit squad.) There's any number of ways of making the Plane Shift displacement a cost without dissipating plot momentum.</p></blockquote><p></p>
[QUOTE="pemerton, post: 6107245, member: 42582"] My main point is that, in practice, there are a range of ways of making sense of 3E Plane Shift. I've made it clear what I think the balance rationale is for the 5d100 mile deviation. The extent to which it should dictate pacing as well is I think something on which different play approaches have plenty of flexibility. It depends a lot on context, obviously. But this to me doesn't sound like what happened in [MENTION=22779]Hussar[/MENTION]'s game. It doesn't sound like they deliberately chose to be stuck in the desert. Given Hussar was playing some sort of splat class (Binder?) maybe they didn't have a proper wizard - in which case they're being double hosed, because not only have they got a weaker PC but as a result they're not getting the ability to just ignore the desert. If summoning the huge centipede is an ability at about the same level as teleportation, but the best magical travel ability the party in question has access to, that would certainly affect my adjudication. I've seen zero evidence that this is what Hussar's GM was doing. Linking this to the siege idea from upthread - as the GM narrates the PC's crossing of the desert on their arthropod, s/he also mentions the airborne scout who flies overhead (maybe a vrock?). So when the PCs arrive in City B, some relevant antagonist is alerted to their coming. (Or even sends out some sort of advance hit squad.) There's any number of ways of making the Plane Shift displacement a cost without dissipating plot momentum. [/QUOTE]
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