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General Tabletop Discussion
*TTRPGs General
High-Tech Forces vs. High-Magic Forces
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<blockquote data-quote="kinem" data-source="post: 5723509" data-attributes="member: 24234"><p>It depends a lot on what kind of magic and monsters the fanatsy forces have available. I'll assume a 3.X/PF scenario.</p><p></p><p>Things that would be very effective against modern forces includes:</p><p></p><p>- Incorporeal undead (wraiths, spectres, shadows) require magic to harm, they can enter through any barrier such as tank walls, and they reproduce when they kill. This is best kept in reserve as a 'nuclear option' though since the resulting area would be pretty much uninhabitable except for undead.</p><p></p><p>- Commune: Who controls the modern forces? Discern location. Scry. Greater invisiblity. Greater teleport. Dominate Person. We now control the modern forces. (Or just take out some leaders & threaten to take out more. Undisclosed locations & deep bunkers pose no problems.)</p><p></p><p>- Once you understand how nukes work: Wish for one to arm and detonate in its silo, or just to teleport it & get your own.</p><p></p><p>- Pit fiends. Seriously. Can be gated in. Fireball at will, greater teleport at will. Even if nuked, will eventually regenerate - requires magic to kill. (It's reasonable to rule that a direct hit by a nuke would nevertheless kill it, but even then the kill radius for such a nuke would be far less than typical and nukes are not designed as anti-personnel weapons so the modern forces would probably just nuke the general vicinity which would not work. It can teleport away if it sees a threat coming.)</p><p></p><p>- Clerics. "Our gods are the true gods. Here's proof:" (raise dead, heal, etc.). "Now do as we say."</p></blockquote><p></p>
[QUOTE="kinem, post: 5723509, member: 24234"] It depends a lot on what kind of magic and monsters the fanatsy forces have available. I'll assume a 3.X/PF scenario. Things that would be very effective against modern forces includes: - Incorporeal undead (wraiths, spectres, shadows) require magic to harm, they can enter through any barrier such as tank walls, and they reproduce when they kill. This is best kept in reserve as a 'nuclear option' though since the resulting area would be pretty much uninhabitable except for undead. - Commune: Who controls the modern forces? Discern location. Scry. Greater invisiblity. Greater teleport. Dominate Person. We now control the modern forces. (Or just take out some leaders & threaten to take out more. Undisclosed locations & deep bunkers pose no problems.) - Once you understand how nukes work: Wish for one to arm and detonate in its silo, or just to teleport it & get your own. - Pit fiends. Seriously. Can be gated in. Fireball at will, greater teleport at will. Even if nuked, will eventually regenerate - requires magic to kill. (It's reasonable to rule that a direct hit by a nuke would nevertheless kill it, but even then the kill radius for such a nuke would be far less than typical and nukes are not designed as anti-personnel weapons so the modern forces would probably just nuke the general vicinity which would not work. It can teleport away if it sees a threat coming.) - Clerics. "Our gods are the true gods. Here's proof:" (raise dead, heal, etc.). "Now do as we say." [/QUOTE]
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