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Are Wizards really all that?
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<blockquote data-quote="Neonchameleon" data-source="post: 8756317" data-attributes="member: 87792"><p>Now to me this comment speaks volumes about how much you restrict the adventures you use, possibly entirely warping them around the wizard. Off the top of my head:</p><ul> <li data-xf-list-type="ul">The PCs never decide they are outmatched (or just keep rolling badly on saving throws) and need to bug out from somewhere there isn't a teleportation ward</li> <li data-xf-list-type="ul">Either the PCs do not have a home base where they can put things like permanent teleportation circles or their home base is never under threat</li> <li data-xf-list-type="ul">No NPCs are ever going to find the PCs are out of town (or lure them out) and use the fact that they are known to be a week away to carry out their plans without interference </li> <li data-xf-list-type="ul">Either the PCs do not have rich and powerful allies (like kings and queens) who can afford permanent teleportation circles or there is never anything like a palace coup that threatens these allies.</li> <li data-xf-list-type="ul">When the PCs have cleared the distant dungeon or rescued the hostages there will never ever be rival NPCs trying to steal what they have rightfully stolen on the way back.</li> <li data-xf-list-type="ul">No enemy will, for logistical reasons, launch an attack against two towns the PCs care about at the same time.</li> </ul><p>Indeed all adventures will take place in areas the PCs haven't been to before and have no emotional connection with and they are all discrete adventures rather than a connected plot with a component that involves racing against time.</p><p></p><p>Me, I prefer a more lived in world where by the time the PCs reach ninth level at least some of them are important and famous. And in such settings Teleportation Circle makes the whole party much more powerful.</p></blockquote><p></p>
[QUOTE="Neonchameleon, post: 8756317, member: 87792"] Now to me this comment speaks volumes about how much you restrict the adventures you use, possibly entirely warping them around the wizard. Off the top of my head: [LIST] [*]The PCs never decide they are outmatched (or just keep rolling badly on saving throws) and need to bug out from somewhere there isn't a teleportation ward [*]Either the PCs do not have a home base where they can put things like permanent teleportation circles or their home base is never under threat [*]No NPCs are ever going to find the PCs are out of town (or lure them out) and use the fact that they are known to be a week away to carry out their plans without interference [*]Either the PCs do not have rich and powerful allies (like kings and queens) who can afford permanent teleportation circles or there is never anything like a palace coup that threatens these allies. [*]When the PCs have cleared the distant dungeon or rescued the hostages there will never ever be rival NPCs trying to steal what they have rightfully stolen on the way back. [*]No enemy will, for logistical reasons, launch an attack against two towns the PCs care about at the same time. [/LIST] Indeed all adventures will take place in areas the PCs haven't been to before and have no emotional connection with and they are all discrete adventures rather than a connected plot with a component that involves racing against time. Me, I prefer a more lived in world where by the time the PCs reach ninth level at least some of them are important and famous. And in such settings Teleportation Circle makes the whole party much more powerful. [/QUOTE]
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