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General Tabletop Discussion
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Buff, Scry, Teleport... A problem or not?
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<blockquote data-quote="Joshua Randall" data-source="post: 434862" data-attributes="member: 7737"><p>I think it might be helpful to break down the problem (if it is one) into its component parts.</p><p></p><p><strong>Buff</strong> - it's usually possible to buff before or during a battle. But the monsters can and should buff up, too. </p><p></p><p>Some of the individual buff spells have long durations or dramatic effects, which does get tiresome (arcane/divine casters always casting the same buff spells when the PCs wake up or just prior to an expected battle). I don't know of a non-houserule way around this.</p><p></p><p>On the other hand, the fighters always wear the same suit of plate mail and attack with the same Focused/Specialized Weapon... this isn't that different than arcane/divine buffing. You have to expect the PCs to max out appropriately.</p><p></p><p><strong>Scry</strong> - as mentioned, there are ways to thwart scrying. Although you should let the PCs scry successfully sometimes, lest they become frustrated.</p><p></p><p>Is the gathering of information from afar a problem? If so, does this also apply to things like bardic knowledge and <em>legend lore</em>? I don't think it's a problem. I think there should be magical ways to gather information, just as there are non-magical ways (such as, um, Gather Information!).</p><p></p><p><strong>Teleport</strong> - Instaneous travel has <em>profound</em> ramifications. Without extensive houserules, teleport (and its cousins like Dimension Door and Plane Shift) can be supremely powerful. Conventional travel becomes unnecessary in many cases, which thwarts one of the entire premises of D&D, i.e., location-based encounters.</p><p></p><p>As mentioned, clever antagonists can take measures to protect themselves against teleport. But again, consistently thwarting the PC's legitimate use of spells and abilities will frustrate them.</p><p></p><p>All in all, without houserules, I think you have to allow buff-scry-teleport: it's pretty much the optimal path for a high level party. Just remember that turnabout is fair play.</p><p></p><p>= = = = =</p><p></p><p>ObHouseRule: all teleportation spells leave their users dazed for one (or more) round(s) after arrival. This makes teleporting into battle much more dangerous. (Of course, the PCs can still teleport somewhere nearby before joining battle, so not all your problems are solved.)</p></blockquote><p></p>
[QUOTE="Joshua Randall, post: 434862, member: 7737"] I think it might be helpful to break down the problem (if it is one) into its component parts. [B]Buff[/B] - it's usually possible to buff before or during a battle. But the monsters can and should buff up, too. Some of the individual buff spells have long durations or dramatic effects, which does get tiresome (arcane/divine casters always casting the same buff spells when the PCs wake up or just prior to an expected battle). I don't know of a non-houserule way around this. On the other hand, the fighters always wear the same suit of plate mail and attack with the same Focused/Specialized Weapon... this isn't that different than arcane/divine buffing. You have to expect the PCs to max out appropriately. [B]Scry[/B] - as mentioned, there are ways to thwart scrying. Although you should let the PCs scry successfully sometimes, lest they become frustrated. Is the gathering of information from afar a problem? If so, does this also apply to things like bardic knowledge and [i]legend lore[/i]? I don't think it's a problem. I think there should be magical ways to gather information, just as there are non-magical ways (such as, um, Gather Information!). [B]Teleport[/B] - Instaneous travel has [i]profound[/i] ramifications. Without extensive houserules, teleport (and its cousins like Dimension Door and Plane Shift) can be supremely powerful. Conventional travel becomes unnecessary in many cases, which thwarts one of the entire premises of D&D, i.e., location-based encounters. As mentioned, clever antagonists can take measures to protect themselves against teleport. But again, consistently thwarting the PC's legitimate use of spells and abilities will frustrate them. All in all, without houserules, I think you have to allow buff-scry-teleport: it's pretty much the optimal path for a high level party. Just remember that turnabout is fair play. = = = = = ObHouseRule: all teleportation spells leave their users dazed for one (or more) round(s) after arrival. This makes teleporting into battle much more dangerous. (Of course, the PCs can still teleport somewhere nearby before joining battle, so not all your problems are solved.) [/QUOTE]
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