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<blockquote data-quote="White Whale" data-source="post: 3822170" data-attributes="member: 53272"><p>Arkhandus, you bring up valid points, and I will adress them.</p><p></p><p>I know.</p><p></p><p></p><p>Fine, this is what the DMG says. Summary:</p><p>Metropolis: ~8 arcane casters capable of Teleporting</p><p>Large city: ~6 arcane casters capable of Teleporting</p><p>Small city: ~2 arcane casters capable of Teleporting</p><p></p><p></p><p>This is where I think you oversimplify. The chance that a town is a small city or bigger is 15% (DMG table 5-2). This makes me believe that there is a lot of small cities, and hence a lot of Teleporting-spellcasters.</p><p></p><p></p><p>Sure, Raising from dead is one option, but it costs far more than the attack itself. In addition, the raised leader is less powerful (-1 level). So the attackers win big time.</p><p></p><p>Also, if the leader is somehow prevented from being raised (if kidnapped, disappeared,etc), a power vacuum is likely to occur, in which opposing sides fight for their rights. Again, attackers win.</p><p></p><p></p><p>Indeed, the clash of armies will still be important. But the hit-and-run possibilities that high level spells introduce may be an important asset before it comes to the clashing of armies.</p><p></p><p></p><p>I disagree. Trying to counter the opposing moves is a definitive suboptimal solution in D&D. Creating a defense for any possible attack requires far more resources than attacking.</p><p></p><p></p><p>I know it is just a guideline. However, with these guidelines, I disagree in how the DMG presents the world with all these high level spellcasters. IMO, it should be very different from the one presented by the DMG (ex. no diseases, like you mentioned).</p><p>Moreover, I have the impression that most gaming groups and published adventures assume more higher level NPCs than the guidelines suggest.</p><p></p><p></p><p>Sorry for being off topic. Hopefully Obergnom already has enough feedback to make a decision.</p></blockquote><p></p>
[QUOTE="White Whale, post: 3822170, member: 53272"] Arkhandus, you bring up valid points, and I will adress them. I know. Fine, this is what the DMG says. Summary: Metropolis: ~8 arcane casters capable of Teleporting Large city: ~6 arcane casters capable of Teleporting Small city: ~2 arcane casters capable of Teleporting This is where I think you oversimplify. The chance that a town is a small city or bigger is 15% (DMG table 5-2). This makes me believe that there is a lot of small cities, and hence a lot of Teleporting-spellcasters. Sure, Raising from dead is one option, but it costs far more than the attack itself. In addition, the raised leader is less powerful (-1 level). So the attackers win big time. Also, if the leader is somehow prevented from being raised (if kidnapped, disappeared,etc), a power vacuum is likely to occur, in which opposing sides fight for their rights. Again, attackers win. Indeed, the clash of armies will still be important. But the hit-and-run possibilities that high level spells introduce may be an important asset before it comes to the clashing of armies. I disagree. Trying to counter the opposing moves is a definitive suboptimal solution in D&D. Creating a defense for any possible attack requires far more resources than attacking. I know it is just a guideline. However, with these guidelines, I disagree in how the DMG presents the world with all these high level spellcasters. IMO, it should be very different from the one presented by the DMG (ex. no diseases, like you mentioned). Moreover, I have the impression that most gaming groups and published adventures assume more higher level NPCs than the guidelines suggest. Sorry for being off topic. Hopefully Obergnom already has enough feedback to make a decision. [/QUOTE]
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