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General Tabletop Discussion
*Pathfinder & Starfinder
An end to scry-buff-teleport?
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<blockquote data-quote="JohnSnow" data-source="post: 3876819" data-attributes="member: 32164"><p>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.</p><p></p><p>The magic system was invented for a GAME. The spells have limitations (or don't) based on their assumed use <em>in the game</em>. 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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>(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).</p></blockquote><p></p>
[QUOTE="JohnSnow, post: 3876819, member: 32164"] 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 [i]in the game[/i]. 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). [/QUOTE]
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An end to scry-buff-teleport?
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