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How Would You Defend A Mountain Fortress?
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<blockquote data-quote="mmadsen" data-source="post: 271132" data-attributes="member: 1645"><p><strong>Standard High-Level Magic vs. High-Level Magic Tactics</strong></p><p></p><p>SHARK's scenario here is just one specific instance of a much broader, more general problem: how do high-level characters with high-level magic deal with one another? It all becomes so far removed from reality, that the tactics aren't very intuitive. I'm sure someone's given this a lot of thought though, so what are some standard tactics for dealing with high-level enemies?</p><p></p><p>Teleport, for instance, removes the concept of distance -- and the concept of intervening space. How do you defend against someone who can literally appear <em>anywhere</em> -- without having to pass through any of your armies, any of your city walls, etc.? Can you defend your entire nation? I don't see how.</p><p></p><p>One limited counter to Teleport is Forbiddance. It keeps out anyone of the wrong alignment, and it prevents planar travel into the area (60-ft cube/level) -- and it's permanent. It doesn't keep people from teleporting right next to your fortress, but it's a start.</p><p></p><p>I suppose Dimensional Anchor can ruin a hit-and-run teleporter's day -- but what are the odds you have someone with a Dimensional Anchor ready when the magic commandos arrive? And is it worth anything if you don't have a locally superior force?</p><p></p><p>Anyway, those are some of the issues with teleporting. I haven't even touched on scrying.</p></blockquote><p></p>
[QUOTE="mmadsen, post: 271132, member: 1645"] [b]Standard High-Level Magic vs. High-Level Magic Tactics[/b] SHARK's scenario here is just one specific instance of a much broader, more general problem: how do high-level characters with high-level magic deal with one another? It all becomes so far removed from reality, that the tactics aren't very intuitive. I'm sure someone's given this a lot of thought though, so what are some standard tactics for dealing with high-level enemies? Teleport, for instance, removes the concept of distance -- and the concept of intervening space. How do you defend against someone who can literally appear [i]anywhere[/i] -- without having to pass through any of your armies, any of your city walls, etc.? Can you defend your entire nation? I don't see how. One limited counter to Teleport is Forbiddance. It keeps out anyone of the wrong alignment, and it prevents planar travel into the area (60-ft cube/level) -- and it's permanent. It doesn't keep people from teleporting right next to your fortress, but it's a start. I suppose Dimensional Anchor can ruin a hit-and-run teleporter's day -- but what are the odds you have someone with a Dimensional Anchor ready when the magic commandos arrive? And is it worth anything if you don't have a locally superior force? Anyway, those are some of the issues with teleporting. I haven't even touched on scrying. [/QUOTE]
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