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General Tabletop Discussion
Character Builds & Optimization
Loss of Innate Spellcasting (or 'How Dragons Build Lairs')
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<blockquote data-quote="Derren" data-source="post: 3994590" data-attributes="member: 2518"><p>And I will answer really quick</p><p></p><p>- Communication. All forms of communications presented here are not good enough when adventurers who can fly or teleport show up and also limit the size of the dragons operation to the area around its lair. They work, but not very well.</p><p></p><p>- Alarm spell</p><p>2 hours per level is most of the time enough for the night. Recasting it every day is easy for the dragon when it has spellcasting</p><p></p><p>- Silent Image. Yes. Thats where alarm spells are handy to know when and where to place this spell.</p><p></p><p>- Thief</p><p>Buffing and setting up traps etc. 61 ft. away from teh dragon is enough to ensure victory</p><p></p><p>- Wizard</p><p>Overland Fly, Phantom Steed or when it gets rough Dimension Door to escape from danger</p><p></p><p>- Archers</p><p>Having a Line of Sight to a flying target is not that hard to get. The damage comes from the masses of archers (20 automatically hits, so AC is not an issue). Even when not killed, the dragon which is unable to heal itself now has to fear to be hunted down and killed in its weakened state (unlike the high level NPCs which can simply heal up within a day unless killed)</p><p></p><p>- Plug</p><p>I did not assume that the dragon lair has doors made specifically made for it. If not then the dragon has to make sure that there is no hole in those plugs. if there is the dragon has now given the adventurers free cover from its melee attacks while they can attack him with arrows and spells while he can only fight back with its fire breat (which the heroes are likely protected against).</p><p></p><p>And imo dragons without magic much of their credibly <strong>as movers and shakers of the world</strong> when they do not have access to magic because the organizations they are competing against do have it and magic is a big advantage. it starts from security (its very hard to stop a magical party with nonmagical means) to communications and transporting (the contact with its agents is confined to a small area around the lair, slow and unreliable while adventurers and NPCs can use magic and travel spells) and spying (The enemies can simply scry the dragon which it likely is not able to block. The dragon on the other hand can't do it).</p><p></p><p>In 4E this might change but we already know that there will be rituals for many of those things. When the dragon can't cast those rituals we have the same situation as teh one I described above with 3.5Ed terms.</p><p></p><p>Sure, it can be solved by magic using minions, but to me a real minion is someone who has no real ability of his own and is only really useful when directed by a mastermind. But in this case those minions are the only thing which keep the whole operation alive. Remove the dragon and it wouldn't make a difference assuming a higher level minion takes his place.</p></blockquote><p></p>
[QUOTE="Derren, post: 3994590, member: 2518"] And I will answer really quick - Communication. All forms of communications presented here are not good enough when adventurers who can fly or teleport show up and also limit the size of the dragons operation to the area around its lair. They work, but not very well. - Alarm spell 2 hours per level is most of the time enough for the night. Recasting it every day is easy for the dragon when it has spellcasting - Silent Image. Yes. Thats where alarm spells are handy to know when and where to place this spell. - Thief Buffing and setting up traps etc. 61 ft. away from teh dragon is enough to ensure victory - Wizard Overland Fly, Phantom Steed or when it gets rough Dimension Door to escape from danger - Archers Having a Line of Sight to a flying target is not that hard to get. The damage comes from the masses of archers (20 automatically hits, so AC is not an issue). Even when not killed, the dragon which is unable to heal itself now has to fear to be hunted down and killed in its weakened state (unlike the high level NPCs which can simply heal up within a day unless killed) - Plug I did not assume that the dragon lair has doors made specifically made for it. If not then the dragon has to make sure that there is no hole in those plugs. if there is the dragon has now given the adventurers free cover from its melee attacks while they can attack him with arrows and spells while he can only fight back with its fire breat (which the heroes are likely protected against). And imo dragons without magic much of their credibly [B]as movers and shakers of the world[/B] when they do not have access to magic because the organizations they are competing against do have it and magic is a big advantage. it starts from security (its very hard to stop a magical party with nonmagical means) to communications and transporting (the contact with its agents is confined to a small area around the lair, slow and unreliable while adventurers and NPCs can use magic and travel spells) and spying (The enemies can simply scry the dragon which it likely is not able to block. The dragon on the other hand can't do it). In 4E this might change but we already know that there will be rituals for many of those things. When the dragon can't cast those rituals we have the same situation as teh one I described above with 3.5Ed terms. Sure, it can be solved by magic using minions, but to me a real minion is someone who has no real ability of his own and is only really useful when directed by a mastermind. But in this case those minions are the only thing which keep the whole operation alive. Remove the dragon and it wouldn't make a difference assuming a higher level minion takes his place. [/QUOTE]
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