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How Would You Defend A Mountain Fortress? (Volume II)
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<blockquote data-quote="mmadsen" data-source="post: 309315" data-attributes="member: 1645"><p><strong>Standard High-Level Magic vs. High-Level Magic Tactics</strong></p><p></p><p>When we stop to consider the Vallorean Champions, we face one specific instance of a much broader, more general problem: how do high-level characters with high-level magic deal with one another? It all becomes so far removed from reality, that the tactics aren't very intuitive.</p><p></p><p>Teleport, for instance, removes the concept of distance -- and the concept of intervening space. How do you defend against someone who can literally appear anywhere -- without having to pass through any of your armies, any of your city walls, etc.? Can you defend your entire nation? I don't see how.</p><p></p><p>One limited counter to Teleport is Forbiddance. It keeps out anyone of the wrong alignment, and it prevents planar travel into the area (60-ft cube/level) -- and it's permanent. It doesn't keep people from teleporting right next to your fortress, but it's a start.</p><p></p><p>Dimensional Anchor can ruin a hit-and-run teleporter's day -- but what are the odds you have someone with a Dimensional Anchor ready when the magic commandos arrive? And is it worth anything if you don't have a locally superior force? Perhaps you can teleport into (or near) the enemy camp, draw out their Champions, Dimensionally Anchor them, then move on to your real objective.</p><p></p><p>So we fill our Mountain Citadel with Forbiddance, and we Unhallow it with something useful -- perhaps Invisibility Purge to detect spies, or Resist Elements to take away some favorite commando attacks. Then we Unhallow everything near our Mountain Citadel with Dimensional Anchor, so teleporting commandos get stuck fighting it out (or flying away).</p><p></p><p>Anyway, those are some of the issues with teleporting. I haven't even touched on scrying.</p></blockquote><p></p>
[QUOTE="mmadsen, post: 309315, member: 1645"] [b]Standard High-Level Magic vs. High-Level Magic Tactics[/b] When we stop to consider the Vallorean Champions, we face one specific instance of a much broader, more general problem: how do high-level characters with high-level magic deal with one another? It all becomes so far removed from reality, that the tactics aren't very intuitive. Teleport, for instance, removes the concept of distance -- and the concept of intervening space. How do you defend against someone who can literally appear anywhere -- without having to pass through any of your armies, any of your city walls, etc.? Can you defend your entire nation? I don't see how. One limited counter to Teleport is Forbiddance. It keeps out anyone of the wrong alignment, and it prevents planar travel into the area (60-ft cube/level) -- and it's permanent. It doesn't keep people from teleporting right next to your fortress, but it's a start. Dimensional Anchor can ruin a hit-and-run teleporter's day -- but what are the odds you have someone with a Dimensional Anchor ready when the magic commandos arrive? And is it worth anything if you don't have a locally superior force? Perhaps you can teleport into (or near) the enemy camp, draw out their Champions, Dimensionally Anchor them, then move on to your real objective. So we fill our Mountain Citadel with Forbiddance, and we Unhallow it with something useful -- perhaps Invisibility Purge to detect spies, or Resist Elements to take away some favorite commando attacks. Then we Unhallow everything near our Mountain Citadel with Dimensional Anchor, so teleporting commandos get stuck fighting it out (or flying away). Anyway, those are some of the issues with teleporting. I haven't even touched on scrying. [/QUOTE]
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