JohnSnow
Hero
Kamikaze Midget said:The idea that it's "metagame" is pretty absurd to me.
That's like saying gold pieces are metagame.
Those spells exist in the world of the PC's. They behave in that world as the PHB states they behave. None of it relies on out-of-character knowledge or tactics that aren't evident from the very nature of these spell effects (which are known quantities to the PC's, and, presumably, to the villains they face). You don't need to stop thinking of these things as actual game-world effects in the slightest in order to use these tactics.
No, S-B-T is what any rational spellcaster in the setting would do. Because it's smart. If these spells have existed for hundreds of years, it's a known quantity and a known threat. It's a stupid villain that ignores this potentiality, and lets the PC's achieve an easy victory.
And *that's* why S-B-T is not a cure-all. The bad guys should be just as aware of this tactic as the PC's. After all, the principles of these spells are known and they exist in the game world. Characters know the principles of these spells (at the very least, the spellcasters themselves know them). It doesn't rely on any knowledge the character doesn't have. It's not gamist, it's not metagame, it's distinctly in-character tactics.
I'm all for 4e throwing a wrench or two into the system, but S-B-T is a valid in-character tactic. Just like spending 10 gold on a longsword is a valid in-character tactic.
What's the counter? Seriously. How do you counter this spell? Ward against it? Now every single important character must have a spellcaster to ward him at all times against this tactic. By its very nature, the tactic calls for an absurdly high-magic setting.
The magic system was invented for a GAME. The spells have limitations (or don't) based on their assumed use in the game. If WotC had foreseen the Scry-Buff-Teleport combo, they would have written the spells differently. The players are trying to use loopholes in the game rules to circumvent the story. That's metagaming.
Your argument that "the characters are aware of the reality" is like trying to rationalize the D&D wealth-by-level rules to create a functioning economy. It's like PCs deliberately taking a 200 foot fall or going swimming in lava because they technically, by the RAW, have the hit point reserve to survive. At that point, they're metagaming a loophole in the game rules. In my opinion, it's the same with this spell combo.
I'm convinced that the teleport spell was intended as a travel spell to allow high-level PCs to circumvent boring treks through the wilderness - not as a "drop in your assault team on the bad guy" spell. I submit that if WotC had conceived of this problem in advance, they would have written some of the spells differently. And if it's being used that way, then one or more of the spells in question probably need to be rewritten to disable that functionality.
(As an aside, per-encounter balancing by itself goes a long way towards fixing this problem - since the PCs have no ability to "go nova" in an encounter).
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