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Do all high-level modules in 3E suck?
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<blockquote data-quote="Psion" data-source="post: 108046" data-attributes="member: 172"><p>Many people in this thread have pointed to threads by Monte about how you shouldn't frequently disallow high level PCs from using their abilities. This is nothing new; he has said this for some time. It says this in the DMG.</p><p></p><p>And its true.</p><p></p><p>Teleport has some built in limitations, but invoking teleport blocks at the drop of a hat is uncalled for. However, you should know the spells and know their limitations. Teleport is very hazardous to use teleporting places that you haven't been, and it has a built in clause about not being useful in strange magical energy fields. But you should allow players to get some use out of their high level spells.</p><p></p><p>You should have your NPCs plan intelligently and use their abilities. There are spells that guard against scrying and spells that safeguard against scrying and teleportation, and NPCs can use the Scry skill to detect scrying. As an example, the highest level character in my current campaign is a 14th level sorcerer. But they are mystified about the location of their kidnapped prince because he is safely tucked away under a <em>sequester</em> spell.</p><p></p><p>Unsurprisingly, two of the best high level adventures are under Monte Cook's imprint, Malhavoc. <em>Demon God's Fane</em> and <em>If Thoughts Could Kill</em> have explicit allowances on what divination spells can acheive. They give players the benefit of their abilities without making it a cakewalk. If you have difficulty designing high level adventures, definitely take a look at these.</p><p></p><p>WotC's latest adventure, Lord of the Iron Fortress, also has similar guidelines written in, and the bad guys are written to be run in an intelligent manner. The only real problem with the adventure has more to do with the fact that the author makes some pretty generous assumptions about the path the party will take.</p><p></p><p>Another good high level adventure is Beyond All Reason, though IIRC there is one vulnerability to scrying, teleporting characters.</p></blockquote><p></p>
[QUOTE="Psion, post: 108046, member: 172"] Many people in this thread have pointed to threads by Monte about how you shouldn't frequently disallow high level PCs from using their abilities. This is nothing new; he has said this for some time. It says this in the DMG. And its true. Teleport has some built in limitations, but invoking teleport blocks at the drop of a hat is uncalled for. However, you should know the spells and know their limitations. Teleport is very hazardous to use teleporting places that you haven't been, and it has a built in clause about not being useful in strange magical energy fields. But you should allow players to get some use out of their high level spells. You should have your NPCs plan intelligently and use their abilities. There are spells that guard against scrying and spells that safeguard against scrying and teleportation, and NPCs can use the Scry skill to detect scrying. As an example, the highest level character in my current campaign is a 14th level sorcerer. But they are mystified about the location of their kidnapped prince because he is safely tucked away under a [i]sequester[/i] spell. Unsurprisingly, two of the best high level adventures are under Monte Cook's imprint, Malhavoc. [i]Demon God's Fane[/i] and [i]If Thoughts Could Kill[/i] have explicit allowances on what divination spells can acheive. They give players the benefit of their abilities without making it a cakewalk. If you have difficulty designing high level adventures, definitely take a look at these. WotC's latest adventure, Lord of the Iron Fortress, also has similar guidelines written in, and the bad guys are written to be run in an intelligent manner. The only real problem with the adventure has more to do with the fact that the author makes some pretty generous assumptions about the path the party will take. Another good high level adventure is Beyond All Reason, though IIRC there is one vulnerability to scrying, teleporting characters. [/QUOTE]
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