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Is "skilled guy" a good character class?
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<blockquote data-quote="Dannyalcatraz" data-source="post: 5594041" data-attributes="member: 19675"><p>The "no teleport" zones I'm thinking of were from big published releases (I think Undermountain and/or WBD had them) and allowed not T-porting of any kind. They may have also been a bar against anything that went across dimensions, like astral or ethereal effects. (I don't know for sure, but I was expecting encounters with foes of that kind, but they never...<em>*ahem*</em>...materialized.)</p><p></p><p></p><p></p><p></p><p>Sorry- wasn't clear- the AMZ was a permanent installation ahead of the party. To be in the field of battle was to be in the AMZ. And since the AMZ was installed in a choke point designed to cope with foes mundane & magical, there was no "high ground" outside of the AMZ.</p><p></p><p>Essentially, it was a killzone for the entryway to a subterranean keep.</p><p></p><p>(Keep in mind, this was something I was adventuring <em>in</em>, not DMing.)</p><p></p><p></p><p></p><p>I've used that tactic...along with barrels of oil and bonfires too. When all that hits the boulders, you get a nice burning cairn.</p><p></p><p>But if you don't have room to fly, it doesn't work so well.</p><p></p><p>Again, no T-port effects worked...</p><p></p><p>But I wouldn't be surprised to find they had something in mind for constructs anyway, if you could get yours there. Who knows, perhaps the statuary at the gate wasn't statuary. We didn't try anything that would have let us find out.</p><p></p><p>(...though, years later, I did exactly that for an adventure I was DMing.)</p><p></p><p></p><p>Very few indeed...but they do exist, much like Tucker's Kobolds. And like those little SoBs, they're usually NPCs.</p><p></p><p>But as for "more magic"- again, I freely conceded the Mage has more by himself than virtually any other PC type. However, which has more magic: a single Mage or a guild of Mage-Slaying assassins (which may or may not have it's own arcanists on the payroll...)?</p><p></p><p></p><p>As a longtime fan of Bat's, I can say that while he has a plan for every situation, he cannot be fully prepared to implement them all at any given moment. For example, while he does have a stockpile of kryptonite in case he has to put down a Kryptonian or 2, he does not carry it with him. If Supes or- heaven forfend- a bunch of Kandorians decided to go nuts while Bruce Wayne was in London for business, he'd be unable to simply whip out the ore and take 'em down.</p></blockquote><p></p>
[QUOTE="Dannyalcatraz, post: 5594041, member: 19675"] The "no teleport" zones I'm thinking of were from big published releases (I think Undermountain and/or WBD had them) and allowed not T-porting of any kind. They may have also been a bar against anything that went across dimensions, like astral or ethereal effects. (I don't know for sure, but I was expecting encounters with foes of that kind, but they never...[I]*ahem*[/I]...materialized.) Sorry- wasn't clear- the AMZ was a permanent installation ahead of the party. To be in the field of battle was to be in the AMZ. And since the AMZ was installed in a choke point designed to cope with foes mundane & magical, there was no "high ground" outside of the AMZ. Essentially, it was a killzone for the entryway to a subterranean keep. (Keep in mind, this was something I was adventuring [I]in[/I], not DMing.) I've used that tactic...along with barrels of oil and bonfires too. When all that hits the boulders, you get a nice burning cairn. But if you don't have room to fly, it doesn't work so well. Again, no T-port effects worked... But I wouldn't be surprised to find they had something in mind for constructs anyway, if you could get yours there. Who knows, perhaps the statuary at the gate wasn't statuary. We didn't try anything that would have let us find out. (...though, years later, I did exactly that for an adventure I was DMing.) Very few indeed...but they do exist, much like Tucker's Kobolds. And like those little SoBs, they're usually NPCs. But as for "more magic"- again, I freely conceded the Mage has more by himself than virtually any other PC type. However, which has more magic: a single Mage or a guild of Mage-Slaying assassins (which may or may not have it's own arcanists on the payroll...)? As a longtime fan of Bat's, I can say that while he has a plan for every situation, he cannot be fully prepared to implement them all at any given moment. For example, while he does have a stockpile of kryptonite in case he has to put down a Kryptonian or 2, he does not carry it with him. If Supes or- heaven forfend- a bunch of Kandorians decided to go nuts while Bruce Wayne was in London for business, he'd be unable to simply whip out the ore and take 'em down. [/QUOTE]
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Is "skilled guy" a good character class?
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