Gez
First Post
ruleslawyer said:Actually, Gez, you shot yourself in the foot with this example.
If teleportation magic existed in Middle-Earth, Sauron would indeed have been able to transport the Nine into the middle of the Shire. No problem. Sauron/Gorthaur has been alive for an indeterminate amount of time. You're telling me he wouldn't have strolled through Eriador at that point? Please. Sending the Nazgul to the Shire would be child's play for him, assuming those power levels.
The Shire is the Shire. I'm pretty sure we can safely say that Sauron never went to the Shire. Maybe he went to the place that would, later, become the Shire. But with all the changes wrought by time and people, his knowledge of the place is no longer relevant. Or, it becomes actually false enough to ensure he sends his nazguls to a "similar destination" or to a teleport misshap. Kinda embarassing.
And the power level is of no importance. It's in Arcana Unearthed that teleportation needs a caster power check. In D&D, it's the same probabilities, regardless of wether you're a level 1 wizard with a staff of teleportation, or a level 567 archmage. (Only the Wayfarer Guide PrC modify these probabilities, and -- mind you -- Sauron doesn't strike me as being a Wayfarer Guide. Can you imagine? "Mordor Tours, 24/7 teleportation services. I'm Sauron, at your service. Please consult our catalog of exotic destinations for prices and special offers."
Beside, if there's teleportation magic, there's teleportation anti-magic. From the blatant teleport block, to the insidious teleport redirect. Sauron isn't all powerful, he got his arse ended to him in the last war, and in the meantime, the Wizards and other magicians, elves or humans, could have weaved a lot of teleport disruptor to prevent intrusion from that meddlesome discorporeated enemy.
ruleslawyer said:One thing I've noticed throughout this thread is the idea that teleportation magic is somehow not a big deal because DMs can design elaborate end runs around teleportation. That seems to miss the entire point, namely that the existence or availability of teleportation magic forces DMs to have to develop gaming styles that are far removed from traditional heroic fantasy.
It may be true, but it's, by far, not the only offender there. You would have to ban fireballs and other flashy evocations as well, for a start.
ruleslawyer said:And no, TP and giant eagle mounts just aren't the same thing. Trust me, I've dealt with this in my 21st-level epic campaign. TP is a perfect, seamless in-out tactical device. That's far different from mounts, even good ones. Gandalf atop Gwaihir would encounter massive resistance from Sauron before he could get anywhere near Orodruin. Gandalf with a TP spell would be in and out in a total of 12 seconds, hardly worth worrying about.
Assuming Sauron was stupid enough to not protect his den of unabashed naughtiness from magical intrusion. Somehow, I doesn't think so. Assuming, as well, that Gandalf had seen what Orodruin looks like as of today. Volcanoes in activity tend to change their conformation. Especially when an evil overlord is rebuilding his hellish fortress nearby.