Theldrick

Zaruthustran's page

16 posts. No reviews. No lists. No wishlists.




A commonly-held belief is that D&D (and, by extension, PF) is at its best during levels 1-6. Any chance we'll see an Adventure Path that tells a complete narrative over six levels?


My players and I like a bit of grittier feel to our games, and have all agreed to ban the spells Fly, Teleport, Dimension Door, and Improved Invis from the game. Creatures with these abilities can still use them, but whatever reason they were never developed as spells.

One side effect of this change is that players can't just teleport away from danger/to a destination. They can't zip off to Magic Wal-Mart to purchase scrolls, potions, or other new magic items (and Farshore does not have a magic Wal Mart).

Right now the party is approaching the Sargasso in SWW and so far the change has not had a detrimental impact. What I'm wondering is: will the party be irreparably crippled in the later modules? Are those four spells literally "must-haves" for mid to high level Dungeons & Dragons play.