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More powerful spells at first level?
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<blockquote data-quote="Primitive Screwhead" data-source="post: 2296821" data-attributes="member: 20805"><p><strong>Some light reading might help...</strong></p><p></p><p>Grab Steven Brust - Vlad Taltos novels. His setting is high magic where Raise Dead and Teleport are relatively common.</p><p></p><p> An easy deterent is the low cost of Divination/Alarm type spells. Use of teleporting could set off an alarm, letting the guards know that someone just appeared in a protected area. This would be a common sense protection against magic using thieves.</p><p></p><p> A second deterent, which you have already used, is that characters cannot act immediately upon thier arrival {using the rules from Dimension Door}, meaning they can never gain surprise, and may be flat-footed against a quick witted guard.</p><p></p><p>The third deterent is the INT check to miss where you are aiming for.</p><p></p><p>A forth deterent is similar looking rooms... you say "what the H$ll?" Failure of the INT check sends you to a similarly appearing location. Perhaps the BBEG built a room in the middle of his place that looks exactly like his lair.. then emptied it of air and sealed it shut, permanently. <img src="http://www.enworld.org/forum/images/smilies/devious.png" class="smilie" loading="lazy" alt=":]" title="Devious :]" data-shortname=":]" /> </p><p> Okay, maybe you wont want to go that far, as most characters would not be able to survive the sudden lack of breathing with no exits. </p><p></p><p>All that being said, perhaps your planning adventures should start assuming alternate entry points. Non-linear adventures are harder to do, more so if you are handling 12 hour sessions already <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> {lucky bastard} Let the players revel in shortcutting some of the minion encounters, and even give them XP for 'defeating' them.... then have a BBEG counter them in a nasty way. Its not 'dm vs player' or trying to beat them.. its roleplaying the BBEG to his/her potential. Anyone living in a world where the enemy can teleport in from across the continent will have some means to hinder this.</p><p></p><p></p><p>I think I will institute the HR to require Discriminating.. but not have a MP cost attached. As well as define that the characters cannot act the turn they arrive ala Dimension Door.</p><p>BTW, thanks for helping me mull over this issue before it becomes an issue IMC <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Primitive Screwhead, post: 2296821, member: 20805"] [b]Some light reading might help...[/b] Grab Steven Brust - Vlad Taltos novels. His setting is high magic where Raise Dead and Teleport are relatively common. An easy deterent is the low cost of Divination/Alarm type spells. Use of teleporting could set off an alarm, letting the guards know that someone just appeared in a protected area. This would be a common sense protection against magic using thieves. A second deterent, which you have already used, is that characters cannot act immediately upon thier arrival {using the rules from Dimension Door}, meaning they can never gain surprise, and may be flat-footed against a quick witted guard. The third deterent is the INT check to miss where you are aiming for. A forth deterent is similar looking rooms... you say "what the H$ll?" Failure of the INT check sends you to a similarly appearing location. Perhaps the BBEG built a room in the middle of his place that looks exactly like his lair.. then emptied it of air and sealed it shut, permanently. :] Okay, maybe you wont want to go that far, as most characters would not be able to survive the sudden lack of breathing with no exits. All that being said, perhaps your planning adventures should start assuming alternate entry points. Non-linear adventures are harder to do, more so if you are handling 12 hour sessions already :) {lucky bastard} Let the players revel in shortcutting some of the minion encounters, and even give them XP for 'defeating' them.... then have a BBEG counter them in a nasty way. Its not 'dm vs player' or trying to beat them.. its roleplaying the BBEG to his/her potential. Anyone living in a world where the enemy can teleport in from across the continent will have some means to hinder this. I think I will institute the HR to require Discriminating.. but not have a MP cost attached. As well as define that the characters cannot act the turn they arrive ala Dimension Door. BTW, thanks for helping me mull over this issue before it becomes an issue IMC :) [/QUOTE]
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More powerful spells at first level?
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