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Embracing the D&Disms
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<blockquote data-quote="ruleslawyer" data-source="post: 1683056" data-attributes="member: 1757"><p>Hmm...</p><p><em>So? If you can cast it once, you can cast it multiple times. Unless a kingdom can afford to patrol its entire land mass (and here's an interesting question re D&Disms), all it takes is a few such spells to move an entire army plus supplies behind enemy lines over a few days. Worse still, we can craft scrolls of the spell that a) could be used, albeit with a failure chance, by lower level wizards and b) are cheaper than the 4500 xp required for permanent TC. That does in fact eliminate the need for dangerous overland marches, and renders natural barriers and strongpoints nigh-useless under some circumstances.</em></p><p><em></em></p><p><em>Besides, who cares about the military applications? Use it for <em>trade</em>...</em></p><p><em>Yeah, it can be cut. So what? Your army's already right near where it needs to be.</em></p><p><em>Not necessarily. Pick up, bring through, put down, come back, pick up, bring through, etc. And boats and wagons, which are subject to bandit raids and other losses, also take months to travel back and forth between destinations. The travel time from England to China during the Age of Sail averaged 180 days or longer. That's a lot of time to have even one or two porters taking stuff through a teleport circle.</em></p><p><em></em></p><p><em>And yes, you are 100% right that TCs would replace only major trade roads or arteries; but what a change! The exploration of shorter trade routes, even between known destinations, may rank among the most important forces shaping modern culture; taking it away is enormous! </em></p><p><em>Two words: Maginot Line. (Mac covered this, didn't he?)</em></p><p><em>Yeah, but the issue here is "how do D&Disms impact a campaign world? Mind-affecting spells have a LOT of impact whether or not they work 100% of the time, UNLESS you house rule them to actually give INCORRECT answers some of the time.</em></p><p><em>Monsoon crops everywhere is a BIG change. Besides, these are the important ones:</em></p><p><em></em></p><p><em>Winter Frigid cold, blizzard, or <strong>thaw</strong></em></p><p><em>Late winter Hurricane-force winds or <strong>early spring</strong></em></p><p><em></em></p><p><em>That's a lot, though. But generally, I don't think these are the really scary spells.</em></p><p><em>It means that engineering products are practically free. If I can make a coffer, even a crude one, I can certainly shape a bridge or gatehouse. Again, it's a big, big deal. Besides, the big one isn't necessarily WoS, but <em>wall of iron</em>, which entirely eliminates the need for certain kinds of mining and makes for some REALLY tough walls.</em></p></blockquote><p></p>
[QUOTE="ruleslawyer, post: 1683056, member: 1757"] Hmm... [i]So? If you can cast it once, you can cast it multiple times. Unless a kingdom can afford to patrol its entire land mass (and here's an interesting question re D&Disms), all it takes is a few such spells to move an entire army plus supplies behind enemy lines over a few days. Worse still, we can craft scrolls of the spell that a) could be used, albeit with a failure chance, by lower level wizards and b) are cheaper than the 4500 xp required for permanent TC. That does in fact eliminate the need for dangerous overland marches, and renders natural barriers and strongpoints nigh-useless under some circumstances. Besides, who cares about the military applications? Use it for [i]trade[/i]... Yeah, it can be cut. So what? Your army's already right near where it needs to be. Not necessarily. Pick up, bring through, put down, come back, pick up, bring through, etc. And boats and wagons, which are subject to bandit raids and other losses, also take months to travel back and forth between destinations. The travel time from England to China during the Age of Sail averaged 180 days or longer. That's a lot of time to have even one or two porters taking stuff through a teleport circle. And yes, you are 100% right that TCs would replace only major trade roads or arteries; but what a change! The exploration of shorter trade routes, even between known destinations, may rank among the most important forces shaping modern culture; taking it away is enormous! Two words: Maginot Line. (Mac covered this, didn't he?) Yeah, but the issue here is "how do D&Disms impact a campaign world? Mind-affecting spells have a LOT of impact whether or not they work 100% of the time, UNLESS you house rule them to actually give INCORRECT answers some of the time. Monsoon crops everywhere is a BIG change. Besides, these are the important ones: Winter Frigid cold, blizzard, or [b]thaw[/b] Late winter Hurricane-force winds or [b]early spring[/b] That's a lot, though. But generally, I don't think these are the really scary spells. It means that engineering products are practically free. If I can make a coffer, even a crude one, I can certainly shape a bridge or gatehouse. Again, it's a big, big deal. Besides, the big one isn't necessarily WoS, but [i]wall of iron[/i], which entirely eliminates the need for certain kinds of mining and makes for some REALLY tough walls.[/i] [/QUOTE]
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