Lurks-no-More
First Post
True Seeing does totally scrap any plots about polymorphed or shapeshifted creatures, and renders all illusions pointless.
Lurks-no-More said:Discern Location has no save or spell resistance, and gives you the exact location of the thing or person you are looking for.
The problem, as others have said, is not that you can't protect against scry-buff-teleport attacks; it's that everybody must do so, or they're at the mercy of any determined high-level hit team. Altering teleport so as to prevent this is, IMO, preferable to having every bad guy equipped and prepared so as to make it impossible.
Greater Teleport: "If you attempt to teleport with insufficient information (or with misleading information), you disappear and simply reappear in your original location. Interplanar travel is not possible." It's not that dangeorus, really.
Seeing that the SBT attack is a tactic that appears, independently, in game after game, and is very commonly seen as problematic and setting-damaging, I think you're underestimating the impact it has on the game.
Mustrum_Ridcully said:Speak with Dead:
Just ask the victim who it was. Solves most murder mysteries, unless you always have a story that ensures that the murderer wasn't seen by the victim, or the murderer was disguised or controlled by someone else. (Meaning the case is a bit more contrived than usual.)
Possible Fix: Not really one. Might in fact be okay, if you stick to the above limitations. The same as for Zone of Truth and Discern Lies might also apply here.
Fly ("The villain lives behind the stout walls of Castle Cragsmere, atop the Tower of Ruin" "Really? Okay, we go there. Roll for initiative, villain.")
sidonunspa said:Ummm Dispel Magic.. heros fall.. go boom...
any smark villain would be ready for a fly in attack.. it leaves the characters open to one spell which will make them drop..
Oh.. and the villain just called all his guards, who attack the players.. all at once.
Well, then the smart non-mage villain has hired a mage, or rather a network of mages for every corner of his stronghold, or rather a network of mages for every corner of his stronghold at all hours of the day. Basically, the smart villain needs to has to build a massive network of deathly loyal mages who never think to over thrown him while he sleeps.Zaruthustran said:And if the villain isn't a mage?....
Zaruthustran said:And if the villain isn't a mage?....
In my experience, incorporeal foes show up rarely enough that the players don't bother with ghost touch weapons, unless they happen to find them. As for defeating invisibility, it takes either some fairly low-level spells (Glitterdust, Detect Invisibility) or someone with high perception skill bonuses, something which high-level parties will certainly have. And honestly, an adventuring party with no bows or other means to engage distant enemies deserves to be hosed by kobolds dropping flaming oil on them from the top of a wall.Kraydak said:Do you also worry about the need for every adventuring party to have access to magic weapons (to counter incoporeal foes), some form of anti-invisibility magic, some form of long range attack/flight (to counter flying foes) etc...?
Which spells do you mean? The only thing that reliably works, AFAIK, is forbiddance, and that's costly (meaning it's only useful for warding your personal sanctums, leaving you open to an attack when and if you go anywhere) and 6th level.Defending against SBT is easy (in 3.5 at least, I forget about 3.0), as long as you have access to 5th level spells.
I'm not saying that Greater Invisibility or Fly aren't problematic; just that teleportation is IMO more problematic than that. (If the scry-buff-teleport attack is employed by the DM against a party that hasn't prepared for it, they're going to get hurt badly, which isn't really any fun for anyone. And given how obvious a tactic is, it breaks the suspension of disbelief if the characters' high-level enemies never seek to use it against them.)That just means that people without access to such level of abilities aren't viable at 9th+ level. In the same way that people without Fly and See Invis (or similar) aren't. Why then is Teleport the game breaker, as opposed to Greater Invisibility or Fly?
The problems of Forcecage are well known, and do not in any way reduce the problems with teleportation.If you can't teleport in some fashion, Forcecage is a further I WIN button.
Actually, of those three, only invisibility is common in most non-D&D fantasy that I know of, and even then it's frequently seen as a pretty big thing. Flight is more commonly achieved through flying mounts or items; and although portals and such are relatively common, the D&D-style Teleport is quite rare. (Incidentally, in Harry Potter, where apparation is relatively common, it's implied that it's also fairly easy to screen against, unlike teleportation in D&D.)In DnD, at certain levels, you need to have some counters or you lose. It is that binary and, baring immense game changes, will remain so. Invis and Fly are core fantasy concepts, as is Teleport. Removing them would be immensely damaging.