I wish I could propose such a mechanic. I don't know of anything that would have a nearly 100% success rate at getting the fighter to anywhere in the planet(or any other plane of existence) with one standard action that anyone would accept. My proposal would be to remove the ability from the wizard in order to equalize it.
So are we looking to "equalization"? If the wizard can do it, the fighter must also be able to do it, so give an ability to one or remove it from the other? We should, then, have all characters with Poor BAB, d4 hp, Poor saves across the board, 20' movement, minimal weapon proficiencies, no armor proficiencies and no spells. There - everyone is equal, and no one got any new abilities. If the fighter can "use scrolls that did most of what the wizard's did and allowed him to write new ones every day", plus have full armor and shield, d10 hp, and full BAB, why should anyone play a wizard?
Also, it isn't so much the probability of success as WHO has narrative control. If the DM has the ability to easily and nearly 100% of the time stop an ability without players complaining that you are out to get them or having to come up with contrivances in order to prevent something then it isn't so bad.
So the players just resolve everything in the One True Way the GM has in mind? Maybe he can just send us an email telling us what our characters did.
"They are trying to escape, I'll just make the Orcs over here move to stop them" is perfectly fine and logical.
On the assumption the orcs can move to a location that stops them, yes. Otherwise, no.
"They are attempting to teleport out of here....ummm, the orc cave has been warded against teleportation to prevent anyone from leaving" seems arbitrary and contrived.
Now we are into the question of adventure design - if the PC's are able to teleport, the adventure should not be neutralized by that ability. Teleporting away is not getting us past the Orcs to rescue the kidnapped villagers, though.
We were walking in a marching order where we were all adjacent.
Really? To walk through a door? Every corridor is 10' wide to facilitate this? Did you have weapons out, or sheathed? Are you wearing shields (which make your hands less useful for that touch).
Our DMs mostly let us touch each other as a free action that could be done out of turn.
Are you dropping your sword to have a hand free to reach out? You said you were keeping it out after you had to draw it a few minutes ago and as a result could not make a full round attack, remember?
Sometimes we'd all have to spend our actions to get into position. Though the wizard would ready for the moment we were all together. Sometimes our Wizard would leave without us(or take whoever was next to him) when he realized we were all going to die. Then he'd hire another adventuring group(our excuse to roll up new characters).
"roll up new characters" is not the end of an adventuring success story in my view. If you need to spend actions to get into position, you are working with action resolution. Seems like a good hint to the orcs that the scrawny spellcaster is going to do something - should we be ready to disrupt it? Maybe this is a good time for a Bull Rush if they're trying to get into some odd formation. Of course, if you can take three other characters and you were hoping to also get those two prisoners home, that Teleport seems less beneficial, somehow.
All I can tell you is what experience has taught me. None of these things happen. At one point when we were playing 3.5e, I was playing in 2 weekly games(about 4 hours a piece) AND running a Living Greyhawk gamesday once a week where we played 3 four hour adventures a week. About quarterly I was going to a convention where I was playing about 7 four hour slots over the weekend. We were also playing periodic Living Greyhawk on other days when we had nothing to do.
So, basically, if we remove all of the actions that could be taken to prevent spellcasters from casting, nothing prevents them from casting. Oh, and we need some new rules to make the spellcasters less powerful! Will we actually use these rules, or will we ignore them as well and be surprised spellcasters are still overpowered?
In an average month, I was playing or DMing close to 90 hours of D&D under a stable of 10 or so DMs. In an average year I'd play with about 60 DMs. I likely played at a table with at least 100 people a year. This was over a period of 5 years. I got to see a LOT of playstyles and personalities.
All of whom played exactly the same way, apparently.
Having said that, I can tell you that the number of times that someone used a silence, dispel magic, or counterspell to stop a spell could be counted on one hand. It just isn't done. It wastes your action(which must be readied) 90% of the time(when the enemy spellcaster decides to cast a spell you don't actually want to stop, decides not to cast a spell at all that turn, and so on) so no player or monster is going to take the risk.
I rarely see Counterspells. Silence? Very frequent - but not "on someone" for the reasons you note. "The spell can be cast on a point in space, but the effect is stationary unless cast on a mobile object. The spell can be centered on a creature, and the effect then radiates from the creature and moves as it moves. An unwilling creature can attempt a Will save to negate the spell and can use spell resistance, if any." Given that, why would I cast on an unwilling creature? Every other spell cast targets a weak save, but not this one, even where a "no save" option exists? We used Silence in our last game and hedged the caster in its radius for the rest of the (fairly short) fight.
This is the same reason no enemies ever grappled. After the 10th or 20th time that someone grappling made a combat take an extra 30 minutes, we decided it was a bad idea. You have no idea how many combats where this happened:
"Ok, the enemy has 30 hitpoints. This should be over quickly. The barbarian does an average of 40 damage with his attacks and normally hits on a 3 with his first attack. Alright, the Barbarian....grapples him. The enemy attempts to escape...needs a natural 23 to succeed..and fails. The Barbarian continues to grapple him. The Wizard attacks the grappled enemy with a dagger for 4 points of damage. The enemy attempts to escape...and fails. The Barbarian maintains the grapple. The Cleric his the enemy for 8 damage with a mace. The enemy attempts to escape...and fails. and so on and so on."
So, basically, "let's use this tactic when it serves no useful purpose, but not when it would actually be useful". Great. Again, lets remove a whole bunch of effective options and complain that the ineffective ones we kept aren't working. Not to say that Pathfinder's streamlining of these combat maneuvers was not welcome - they needed the improvement.
After a while we had a discussion where everyone agreed not to grapple because it didn't help anyone. Most monsters died in 1 or 2 rounds of attacking them. Each round we were grappling them was a round we weren't attacking them. So all we were doing was extending combat without any benefit except maybe preventing 1 attack that we could have healed with a cure light wounds wand. Meanwhile it increased the length of the combats dramatically.
Gotta say, I can't see four thinking people deciding that, although this approach means we don't routinely get beaten, bludgeoned and cut, it takes longer, so we'll just suck up the beating so we can get done quicker. Of course, I would also be OK deciding that, with the target grappled and having little or no chance at escape, "With the enemy grappled, you are able to make short work of him." Mind you, my games do not feature enemies with "30 hp" tattoooed on their foreheads either.
It was even worse when the monsters tried to do it: The orc attempts to grapple the wizard, he doesn't have improved grapple, you get an AOO. You hit? His grapple fails. If he had just attacked you, you'd be unconscious due to the damage he deals. Why did I make him grapple again?
What's the wizard doing there? I thought he always Teleported away. If the opponent can just hit him and he's down, then I agree - why would he grapple? But, if the wizard easily hits in melee, the fighter should be going to town on this guy anyway. The wizard holding a dagger and a wand/scroll doesn't have a hand free for somatic gestures either, so I dont see a lot of wizards drawing weapons. I do see a lot watch the flow of the fight (delay) until a reason to use a spell comes along.
They don't have to come from nowhere. They could be a returning hunting party or visiting from a nearby tribe or guards that spotted the PCs entering and didn't move to attack since they wanted to trap them in there. Even if all that sounds contrived
It does, thanks.
it's easy to just have the Orcs follow the PCs when they run away. Without the magical power to teleport, most Orcs move the same speed as PCs. The point is the DM has real options to stop running PCs that work for nearly every type of monster.
Go ahead and follow us right back to the settlement. Of course, you are leaving your own lair unguarded while you chase us into an area unlikely to be friendly to Orcs.
I was trying to talk generically in terms of "a nasty encounter". Orcs could be replaced with any other creature. But let's say they are 3 9th level Fighter Orcs(a EL 11-12 encounter). This should be an APL+4 encounter against 7th level PCs, called out in the book as nearly guaranteed fatal. However, if the wizard has a spell that can kill or incapacitate all 3 of them in one action, it's a nearly guaranteed win. You just target their bad saves and it's nearly guaranteed to succeed as well.
7th level PC's - which spell(s) are you using , and what all spells are you carrying? Let's work out the DC's. 9th F is +3, -1 for a poor WIS is +2. DC 10 + 6 (20 INT is pretty good at 7th, but we'll go 22, or assume Spell focus) + 4 = 20 Orcs need an 18, so a bit less than a 40% chance at least one succeeds. Now, let them use one of their Feats on Iron Will and they get +4, so now they need a 16+, so we have almost a 60% chance one succeeds. That goes up if the spell level goes own, of course. That's not great odds for the orcs, but the deck has been stacked against them. A CR8 stone giant has a +7 will save, almost 80% likely one will save. CR9 Frost Giant only gets +6 (27.5% chance all three fail). I'm waiting to see the spells, though. Feel free to assume the Wizard has three 4th level spells (he can be specialize) so one can target each save.
You need a pretty effective spell with a high DC against each of the three save types. And I suggest that changing the Orcs to a Fighter, a Sorcerer and a Cleric Orc, played with some of the tactics a PC group would use, will make the encounter much less a cakewalk. If all the enemies are identical, the party's greater flexibility will typically make it easier. 3 9th level fighter Orcs, with their appropriate wealth by level, should have a pretty impressive array of abilities, and could certainly dedicate some to bolstering those weak Will saves. Pull out your own L9 fighter sheet and let's give them the same Will save. Or let's load them up (at least one!) on Mage Killer feats and see how that works out.
Once again, Orcs and Polymorph are both just examples. Maybe the encounter is against ONE CR 11 creature with bad Fort saves. It means that the Wizard has just used his Polymorph spell to turn a near guaranteed loss into a joke encounter with one action.
Seems more like the GM didn't consider the weaknesses of the opponent in light of his party's strengths. What does the wizard do if the save fails, or if there is another encounter? I suspect, also, that for every bad FORT CR 11 monster, we can find quite a few with spell resistance, magic immunities, etc. that render the wizard much less effective. And that's OK - he got to shine against the one with weak FORT saves, so it's someone else's turn in the spotlight!
I was talking about 3.5e when I mentioned concentration checks. I was talking about all editions at once. Yes, your spells were disrupted while casting in 2e. However, you had to have a lower init than the wizard to have a chance to do so, otherwise it was already cast. Most weapons(if you use speed factors) were so slow that they had almost no chance to attack before a spell went off. Even then, it required you actually take damage. That's why stoneskin was up almost all the time on Wizards.
As I recall, Stoneskin was not cheap, so it was not used universally. And spells had casting times - if I used speed factors, I definitely also used casting times.
See above about my opinion of grapple. It is also annoying because it skips normal resolution. Also, he didn't defeat the enemy, he simply incapacitated it until he ended the grapple or his friends kill it while he grapples it.
Grappled, then pinned, then tied up. Enemy defeated. "defeated" need not mean "killed". In the encounter I was referring to, the creature could be dragged to a pool and drowned.
You are correct but action resolution isn't SCENE resolution. I can resolve my action to teleport or polymorph in a different method than resolving your sword attack(though I'd prefer not to). However, if the theme of this scene is "kill these monsters", turning them into bunnies or teleporting away isn't resolving that scene, it's changing it.
So why is the theme "kill", rather than "defeat", the monsters? What is our actual goal, and why does it require their deaths?
The fighter can attempt to negotiate or sneak past the enemy but the DM once again has the ability to say no to these things in easy ways(they don't want to talk to you...they attack). You can't say to a player "Your spell just fails because the enemy wants to fight you".
Pretty sure that's why we got Diplomacy skills - to avoid the GM just neutralizing parley attempts, we get a "you have a chance - roll the dice" mechanic instead. "The monsters refuse to parley" is no more acceptable, as a universal issue, than "there's anti-magic fields everywhere", in my view. Your spell can fail because of good saves, spell resistance or immunity to certain spells or effects, as well.
This isn't that bad of an idea. I kind of like it as an ability. Though I'm not a fan of abilities which end combat early so I likely wouldn't use it.
IIRC, it is a Skill Trick from 3.5 Complete Scoundrel. Sure, there it is -
http://www.wizards.com/default.asp?x=dnd/ex/20070105a&page=5
But, if every encounter must be played out as a combat slog, then why be surprised that players gravitate to abilities that cut those slogs short? It seems like half your comments above gripe about combat taking too long and the rest are complaints about things that shorten them.