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*TTRPGs General
Ridiculous amount of buffs
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<blockquote data-quote="pawsplay" data-source="post: 3440005" data-attributes="member: 15538"><p>I'm not familiar with that module specifically, but in general, this tactic has limited utility. Most rooms don't sit around waiting to be depopulated by attrition. Further, teleportation has its limitations. Regular teleport is unreliable. Greater teleport is a 7th level spell. Sure, you may be buffed, but you're walking around with one less 7th level spell, or you're burning through a lot of items. </p><p></p><p><em>Areas of strong physical or magical energy may make teleportation more hazardous or even impossible. </em></p><p></p><p>This won't come up all the time, but it will from time to time.</p><p></p><p><em>Dimensional lock</em> is part of the building of many very high level fortresses. </p><p></p><p>Some extraplanar adventures may take the PCs to places without an astral link or an acceptable substitute. </p><p></p><p></p><p></p><p>All that fiddly stuff... every single little plus or magic item that PCs have? I totally ignore it. I focus on the big picture, and NPC gear can always fit on a single index card. Ordinary NPCs sometimes get rolled over by the PCs. Powerful ones I simply make a level or two higher than the PCs. I keep it simple, I keep the XP flowing, and for NPCs who aren't necessarily hostile, I focus on their motivations and goals rather than their stats. Surely it's a lot more <em>interesting</em> whether an NPC is willing to bribe the PCs than whether they have a <em>resistance</em> spell memorized.</p><p></p><p>Big numbers. Small character sheets. Focused strategies. Several basic contingencies. Defined conditions under which they are likely to flee. Stats adjusted for being hit with dispel magic. </p><p></p><p>It's not that much.</p></blockquote><p></p>
[QUOTE="pawsplay, post: 3440005, member: 15538"] I'm not familiar with that module specifically, but in general, this tactic has limited utility. Most rooms don't sit around waiting to be depopulated by attrition. Further, teleportation has its limitations. Regular teleport is unreliable. Greater teleport is a 7th level spell. Sure, you may be buffed, but you're walking around with one less 7th level spell, or you're burning through a lot of items. [i]Areas of strong physical or magical energy may make teleportation more hazardous or even impossible. [/i] This won't come up all the time, but it will from time to time. [i]Dimensional lock[/i] is part of the building of many very high level fortresses. Some extraplanar adventures may take the PCs to places without an astral link or an acceptable substitute. All that fiddly stuff... every single little plus or magic item that PCs have? I totally ignore it. I focus on the big picture, and NPC gear can always fit on a single index card. Ordinary NPCs sometimes get rolled over by the PCs. Powerful ones I simply make a level or two higher than the PCs. I keep it simple, I keep the XP flowing, and for NPCs who aren't necessarily hostile, I focus on their motivations and goals rather than their stats. Surely it's a lot more [i]interesting[/i] whether an NPC is willing to bribe the PCs than whether they have a [i]resistance[/i] spell memorized. Big numbers. Small character sheets. Focused strategies. Several basic contingencies. Defined conditions under which they are likely to flee. Stats adjusted for being hit with dispel magic. It's not that much. [/QUOTE]
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