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*Pathfinder & Starfinder
Narrative Space Options for non-spellcasters
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<blockquote data-quote="N'raac" data-source="post: 6149509" data-attributes="member: 6681948"><p>I hear this a lot. It carries a lot of implications that, to me, make it a less than perfect option. First, it assumes there is never any urgency to getting the job done and we can have a single encounter, then teleport home until tomorrow no deadline, no "the hostages die at Noon", no "the stars will be right for the ritual in two days". Second, it assumes that the enemy does nothing during our absence (related a bit to the first, but not deadline-centric). They don't take the hint that someone keeps coming in once a day and bolster their defenses, lay traps, gear up to go nova themselves, etc. Third, this ties up two L5 spell slots (one for there and one for back again), so it's eating up a resource. At L9 a very significant resource, less so by L13 or so.</p><p></p><p>The spell itself is not unlimited. Within 900+ miles, you should be able to have a location at least "studied carefully", but "very familiar/you feel at home" seems less likely, depending how wide ranging the game. You can "study carefully) your point of return, but that takes an hour of study. So do you stop after going nova to study this place or an hour, or restart out at the beginning so there's a landing point for you to be ambushed at? Teleporting home gives you a 2% chance of missing by 1 to 100% of your distance (perhaps in another danger zone, after you nova'd out all your spells) and a 1% chance at ending up off base, but probably at another Inn so no big deal. Studied carefully gives you a 3% chance of missing, 2% of a similar area (what's similar to that dungeon you were headed back to?) and a 1% mishap possibility with a decent chance of ending up somewhere you didn't want to be as well. Those numbers will come up sooner or later, especially when you Teleport twice a day.</p><p></p><p>You teleport yourself plus 1 person per 3 levels. That's 4 size M creatures at L9, 5 at L12, 6 at L15. How many in your party? Don't forget the cohorts, animal companions, mounts, familiars, etc. If the adventure includes guiding someone else through, or rescuing prisoners, that changes the dynamics quite a bit. What about a "bring this traitor(s) to me alive to face the King's Justice" mission? Or does the wizard take off without his buddies, so we have some party members stuck here in the danger zone?</p><p></p><p>Why don't NPC's use similar tactics? Dont they have the same access to divination magic that PC casters use to render investigation irrelevant, the same scrying spells to "study carefully" the location the PC's use as their safe haven and the same teleportation magics to bring in their own ambush team when the PC's are resting? Why don't their enemies use similar tactics to go nova, flee untracably and return at their leisure?</p><p></p><p></p><p></p><p>The importance of these rules also depends on the availability of puchased magic. Item creation makes it cheaper at the cost of xp and feats, but 3e commoditized magic to a significant degree, so item availability is pretty easy in many games.</p><p></p><p></p><p></p><p>The advantage of teammates is pretty significant. That solo wizard doesn't have a fighter and a rogue running interference for him, so he needs to devote a good portion of spell selection to keeping away from the enemy and allow him to cast his spells. Really, what arcane caster solo needs any 4th level spells other than Dimension Door? Why dont we see a party of four clerics, or four wizards? Because, I suggest, the other classes also bring benefits to the table, and the team.</p></blockquote><p></p>
[QUOTE="N'raac, post: 6149509, member: 6681948"] I hear this a lot. It carries a lot of implications that, to me, make it a less than perfect option. First, it assumes there is never any urgency to getting the job done and we can have a single encounter, then teleport home until tomorrow no deadline, no "the hostages die at Noon", no "the stars will be right for the ritual in two days". Second, it assumes that the enemy does nothing during our absence (related a bit to the first, but not deadline-centric). They don't take the hint that someone keeps coming in once a day and bolster their defenses, lay traps, gear up to go nova themselves, etc. Third, this ties up two L5 spell slots (one for there and one for back again), so it's eating up a resource. At L9 a very significant resource, less so by L13 or so. The spell itself is not unlimited. Within 900+ miles, you should be able to have a location at least "studied carefully", but "very familiar/you feel at home" seems less likely, depending how wide ranging the game. You can "study carefully) your point of return, but that takes an hour of study. So do you stop after going nova to study this place or an hour, or restart out at the beginning so there's a landing point for you to be ambushed at? Teleporting home gives you a 2% chance of missing by 1 to 100% of your distance (perhaps in another danger zone, after you nova'd out all your spells) and a 1% chance at ending up off base, but probably at another Inn so no big deal. Studied carefully gives you a 3% chance of missing, 2% of a similar area (what's similar to that dungeon you were headed back to?) and a 1% mishap possibility with a decent chance of ending up somewhere you didn't want to be as well. Those numbers will come up sooner or later, especially when you Teleport twice a day. You teleport yourself plus 1 person per 3 levels. That's 4 size M creatures at L9, 5 at L12, 6 at L15. How many in your party? Don't forget the cohorts, animal companions, mounts, familiars, etc. If the adventure includes guiding someone else through, or rescuing prisoners, that changes the dynamics quite a bit. What about a "bring this traitor(s) to me alive to face the King's Justice" mission? Or does the wizard take off without his buddies, so we have some party members stuck here in the danger zone? Why don't NPC's use similar tactics? Dont they have the same access to divination magic that PC casters use to render investigation irrelevant, the same scrying spells to "study carefully" the location the PC's use as their safe haven and the same teleportation magics to bring in their own ambush team when the PC's are resting? Why don't their enemies use similar tactics to go nova, flee untracably and return at their leisure? The importance of these rules also depends on the availability of puchased magic. Item creation makes it cheaper at the cost of xp and feats, but 3e commoditized magic to a significant degree, so item availability is pretty easy in many games. The advantage of teammates is pretty significant. That solo wizard doesn't have a fighter and a rogue running interference for him, so he needs to devote a good portion of spell selection to keeping away from the enemy and allow him to cast his spells. Really, what arcane caster solo needs any 4th level spells other than Dimension Door? Why dont we see a party of four clerics, or four wizards? Because, I suggest, the other classes also bring benefits to the table, and the team. [/QUOTE]
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