Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Pathfinder & Starfinder
How do you defend against this?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Spatzimaus" data-source="post: 1185641" data-attributes="member: 3051"><p>Most of the suggestions said so far, though, only work if you're holed up at home or travelling by yourself. So much for "adventuring". Let's say our intrepid heroes are heading for the Dungeon of Doom. They want to set up camp for the night; how can they prevent the Scry-Buff-Teleport combo? Dimensional Lock would work, but it only covers a 20'-radius burst area, and you don't need the huge duration. Extradimensional spaces aren't too bad, although someone who can Gate could still get in there. Contingency+Teleport seems fine, but that only saves you, the rest of the party still gets whacked. So, what's needed? A tent made of lead? Hallowing the campsite?</p><p></p><p>Besides, in general the defense to a strategy requiring only 3rd-5th level spells shouldn't require near-Epic resources. IMO, there need to be more lower-level spells that can reduce the effectiveness of this strategy overall, even if they don't completely stop it.</p><p></p><p>Now, I like the House Rule that all duration-based effects expire in transit in Teleport, but even an unbuffed attacker can still be at a huge advantage. One other suggestion (originally made to prevent Teleport being used as an improved Dimension Door) was that while the transit is instantaneous to the people involved, it actually takes a few minutes relative to the outside world. So, if you're relying on the element of surprise after a Scry, the other side has time to buff up or escape. If you also count that time against any spell durations, it prevents things like Haste from coming through intact, without disrupting all the long-lasting spell effects.</p><p>One other ruling I liked was that the Scry check/saving throw is made at the START of the 1-hour casting time, and the victim knows instantly whether it succeeded, but the caster won't know if it succeeded or not until the end; that way, your potential victims have an hour of warning that there's someone watching them, and you can't just abort what you know to be an unsuccessful attempt. The target can get equipped, find a featureless place to hide, and so on. Greater Scrying gets around this, but that's what you'd expect from a 7th-level spell.</p></blockquote><p></p>
[QUOTE="Spatzimaus, post: 1185641, member: 3051"] Most of the suggestions said so far, though, only work if you're holed up at home or travelling by yourself. So much for "adventuring". Let's say our intrepid heroes are heading for the Dungeon of Doom. They want to set up camp for the night; how can they prevent the Scry-Buff-Teleport combo? Dimensional Lock would work, but it only covers a 20'-radius burst area, and you don't need the huge duration. Extradimensional spaces aren't too bad, although someone who can Gate could still get in there. Contingency+Teleport seems fine, but that only saves you, the rest of the party still gets whacked. So, what's needed? A tent made of lead? Hallowing the campsite? Besides, in general the defense to a strategy requiring only 3rd-5th level spells shouldn't require near-Epic resources. IMO, there need to be more lower-level spells that can reduce the effectiveness of this strategy overall, even if they don't completely stop it. Now, I like the House Rule that all duration-based effects expire in transit in Teleport, but even an unbuffed attacker can still be at a huge advantage. One other suggestion (originally made to prevent Teleport being used as an improved Dimension Door) was that while the transit is instantaneous to the people involved, it actually takes a few minutes relative to the outside world. So, if you're relying on the element of surprise after a Scry, the other side has time to buff up or escape. If you also count that time against any spell durations, it prevents things like Haste from coming through intact, without disrupting all the long-lasting spell effects. One other ruling I liked was that the Scry check/saving throw is made at the START of the 1-hour casting time, and the victim knows instantly whether it succeeded, but the caster won't know if it succeeded or not until the end; that way, your potential victims have an hour of warning that there's someone watching them, and you can't just abort what you know to be an unsuccessful attempt. The target can get equipped, find a featureless place to hide, and so on. Greater Scrying gets around this, but that's what you'd expect from a 7th-level spell. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
How do you defend against this?
Top