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Do all high-level modules in 3E suck?
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<blockquote data-quote="Vuron" data-source="post: 108094" data-attributes="member: 14"><p>Well let me for one defend the old standbys a little.</p><p></p><p>Antiteleportation screens- 1e Dungeoneer's survival screen talked about lead and gorgon's blood blocking translocation spells. The upcoming stronghold guide will no doubt list some of the same materials as well as largely defensive spells. What is the point of spending millions of GP on your uber fortress if the 1st hero with move earth, etc can wreck havok?</p><p></p><p>Anti-divination- As a high level wizard or spell caster I will seek to prevent my enemies from learning my plans, amulets of non-detection, spells that foil scrying for big areas would all be critical towards developing my plans for world domination in secret.</p><p></p><p>Ethereal Defenders- In theory a mage might bind a servitor monster or two in ethereal locations to prevent magical ingress from extraplanar spells.</p><p></p><p>Antimagic Zones and Spell traps- These allow my lesser servitors to encounter and deal with intruders without my needing to waste my precious time.</p><p></p><p>Pocket Planes- A small central sanctum sanctorum located in a demiplane would effectively mirror many of the above effects especially if it can only be accessed via a teleportation circle etc.</p></blockquote><p></p>
[QUOTE="Vuron, post: 108094, member: 14"] Well let me for one defend the old standbys a little. Antiteleportation screens- 1e Dungeoneer's survival screen talked about lead and gorgon's blood blocking translocation spells. The upcoming stronghold guide will no doubt list some of the same materials as well as largely defensive spells. What is the point of spending millions of GP on your uber fortress if the 1st hero with move earth, etc can wreck havok? Anti-divination- As a high level wizard or spell caster I will seek to prevent my enemies from learning my plans, amulets of non-detection, spells that foil scrying for big areas would all be critical towards developing my plans for world domination in secret. Ethereal Defenders- In theory a mage might bind a servitor monster or two in ethereal locations to prevent magical ingress from extraplanar spells. Antimagic Zones and Spell traps- These allow my lesser servitors to encounter and deal with intruders without my needing to waste my precious time. Pocket Planes- A small central sanctum sanctorum located in a demiplane would effectively mirror many of the above effects especially if it can only be accessed via a teleportation circle etc. [/QUOTE]
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Do all high-level modules in 3E suck?
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