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<blockquote data-quote="CatharticMoment" data-source="post: 1183729" data-attributes="member: 13999"><p>Several months ago our characters had a mission to clean out a hive of Formians. Part way through the mission a Formian Queen appeared and started throwing around high level spells. Several characters died before we managed to pull out.</p><p></p><p>We decided to get our revenge, and came up with the following tactics (note this was under 3.0):</p><p></p><p>Rarys telepatchic bond is put up in order to co-ordinate everyone</p><p>The sorceror mass hastes the party</p><p>The wizard cast greater scrying in order to locate the current position of the formian queen.</p><p>The sorceror and wizard then teleport the party to the formian queen's location.</p><p>Multiple anti-magic shells were cast in order to stop the formian queen from casting any defensive magic.</p><p>The formian queen was surrounded and butchered by fighters and rogues.</p><p></p><p>At the end of the session we turned round and thought "What would happen if someone did this to us?" We looked at the various options available and came to the conclusion that we couldn't effectively defend ourselves.</p><p></p><p>None of the standard PHB spells for defending against teleport or scrying are up to the job. Bare in mind that it only takes a brief glimpse of your location for there to be a possibility of teleporting to it. </p><p></p><p>The best we could come up with was to either permantently live in an anti-magic zone, or to spend our entire lives regularly changing disguises (with the house rule that targeting of a scry is based on appearance and hence disguise can block it). Neither of these is a very satisfactory solution.</p><p></p><p>In my opinion, unless 20th level characters can rest safe in their beds without the fear that a 13th level party will teleport in at any moment and kill them, then the game is fundamentally broken.</p><p></p><p>I am aware that under 3.5 haste is less effective and scrying has a saving throw, but I still don't see the changes as being enough to block this tactic (especially considering that if the scry fails it can be attempted again at the attackers leisure)</p><p></p><p>Let me know what you think</p><p></p><p>Chris</p></blockquote><p></p>
[QUOTE="CatharticMoment, post: 1183729, member: 13999"] Several months ago our characters had a mission to clean out a hive of Formians. Part way through the mission a Formian Queen appeared and started throwing around high level spells. Several characters died before we managed to pull out. We decided to get our revenge, and came up with the following tactics (note this was under 3.0): Rarys telepatchic bond is put up in order to co-ordinate everyone The sorceror mass hastes the party The wizard cast greater scrying in order to locate the current position of the formian queen. The sorceror and wizard then teleport the party to the formian queen's location. Multiple anti-magic shells were cast in order to stop the formian queen from casting any defensive magic. The formian queen was surrounded and butchered by fighters and rogues. At the end of the session we turned round and thought "What would happen if someone did this to us?" We looked at the various options available and came to the conclusion that we couldn't effectively defend ourselves. None of the standard PHB spells for defending against teleport or scrying are up to the job. Bare in mind that it only takes a brief glimpse of your location for there to be a possibility of teleporting to it. The best we could come up with was to either permantently live in an anti-magic zone, or to spend our entire lives regularly changing disguises (with the house rule that targeting of a scry is based on appearance and hence disguise can block it). Neither of these is a very satisfactory solution. In my opinion, unless 20th level characters can rest safe in their beds without the fear that a 13th level party will teleport in at any moment and kill them, then the game is fundamentally broken. I am aware that under 3.5 haste is less effective and scrying has a saving throw, but I still don't see the changes as being enough to block this tactic (especially considering that if the scry fails it can be attempted again at the attackers leisure) Let me know what you think Chris [/QUOTE]
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