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General Tabletop Discussion
*Pathfinder & Starfinder
"Narrative Options" mechanical?
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<blockquote data-quote="(Psi)SeveredHead" data-source="post: 6152405" data-attributes="member: 1165"><p>That's without there being a spellcaster to check on what's going on.</p><p></p><p></p><p></p><p>You can make a check to make the person obey your orders.</p><p></p><p></p><p></p><p>"I changed my mind, while sleeping on it."</p><p></p><p></p><p></p><p>That was an extra option after Diplomacy fails. (You can't keep using Diplomacy on the same thing. You could keep trying to charm the patron.)</p><p></p><p></p><p></p><p>Scrying will probably do the trick, and it's a lower-level spell.</p><p></p><p></p><p></p><p>You can bring one person per 3 levels. By the time you can cast the spell, you can take a typical party with you. No need to bring the henchmen, if you have any.</p><p></p><p></p><p></p><p>It's a much bigger issue if the guards see you, than random passerby who would have seen you post-smuggling anyway. But if you were that worried, cast Invisibility Circle or an appearance-disguising spell ahead of time. (Teleport has such a quick casting time, you'll still have time left for being invisible.)</p><p></p><p>More likely, if you didn't turn invisible (maybe you didn't have that spell that day, sorry I spent about 1 minute thinking up this scenario rather than a more realistic 1 hour discussion followed by prepping spells the next day) the guards show up, see the adventurers who can rip holes in reality to teleport wherever they want, and run and go fetch the SWAT Team (Flaming Fist mercenaries, or Red Helmets, or whatever they're called in that city).</p><p></p><p></p><p></p><p>At most, your similar area mishap is 7%. Having seen the area even once, your chance of failure is 25%, and having studied it carefully, much less. People really do focus on the mishap chance.</p><p></p><p></p><p></p><p>It matters because the wizard can trivially solve a lot of problems. Not just getting into the city. He can turn you invisible so you can stealth better than the rogue (or buff up the rogue's stealth a lot farther than it can normally go). He can change your appearance. He can teleport the whole party out of combat, in 6-12 seconds. He can Jedi mind trick the nosy neighbor.</p><p></p><p></p><p></p><p>Sorry, I said that where? Hiring smugglers was just one way in. It just happens to be slower and riskier than teleporting.</p><p></p><p>As for teleport redirects, I sure hope that villain doesn't use their incredible power to cast Teleport Catch over an entire city to instead find and destroy those pesky adventurers instead. I don't know where villains get that kind of power from. Artifacts maybe.</p></blockquote><p></p>
[QUOTE="(Psi)SeveredHead, post: 6152405, member: 1165"] That's without there being a spellcaster to check on what's going on. You can make a check to make the person obey your orders. "I changed my mind, while sleeping on it." That was an extra option after Diplomacy fails. (You can't keep using Diplomacy on the same thing. You could keep trying to charm the patron.) Scrying will probably do the trick, and it's a lower-level spell. You can bring one person per 3 levels. By the time you can cast the spell, you can take a typical party with you. No need to bring the henchmen, if you have any. It's a much bigger issue if the guards see you, than random passerby who would have seen you post-smuggling anyway. But if you were that worried, cast Invisibility Circle or an appearance-disguising spell ahead of time. (Teleport has such a quick casting time, you'll still have time left for being invisible.) More likely, if you didn't turn invisible (maybe you didn't have that spell that day, sorry I spent about 1 minute thinking up this scenario rather than a more realistic 1 hour discussion followed by prepping spells the next day) the guards show up, see the adventurers who can rip holes in reality to teleport wherever they want, and run and go fetch the SWAT Team (Flaming Fist mercenaries, or Red Helmets, or whatever they're called in that city). At most, your similar area mishap is 7%. Having seen the area even once, your chance of failure is 25%, and having studied it carefully, much less. People really do focus on the mishap chance. It matters because the wizard can trivially solve a lot of problems. Not just getting into the city. He can turn you invisible so you can stealth better than the rogue (or buff up the rogue's stealth a lot farther than it can normally go). He can change your appearance. He can teleport the whole party out of combat, in 6-12 seconds. He can Jedi mind trick the nosy neighbor. Sorry, I said that where? Hiring smugglers was just one way in. It just happens to be slower and riskier than teleporting. As for teleport redirects, I sure hope that villain doesn't use their incredible power to cast Teleport Catch over an entire city to instead find and destroy those pesky adventurers instead. I don't know where villains get that kind of power from. Artifacts maybe. [/QUOTE]
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