ruleslawyer
Registered User
That depends on what you mean by "capitalist," dcollins. Mercantile capitalism might have been subordinate to the feudal system in most of Western Europe, but trade and markets (which is really the issue here) flourished. Farmers, hunters (or poachers!), the clergy, and the nobility, landlords included, all relied on trade and barter to obtain certain much-needed goods (additional protein for farmers, weapons and sundries for hunters/poachers, and fancy goods of all sorts for the nobles), and artisans and merchants dealt in trade.dcollins said:So every campaign milieu apparently runs via a capitalist economic system? That's kind of funny, because feudal medieval societies didn't quite work that way.
That said, a D&D world probably would be even more "capitalist" given greater transparency, ease of transport of goods, and so many high-value products and free coin around. But, back to discussion:
strongbow: As you can see, people have provided you with the answer you need for internal campaign consistency. At levels at which scry-buff-teleport is available (9th onward), Mordenkainen's private sanctum also is available. That means that important people don't venture forth from their strongholds without putting themselves in mortal danger, but that's not too different from the historical "Dark"/Middle Ages, is it?
Likewise, once you have discern location, you're talking 17th-level characters here. At that point, everyone should have mind blank up, all the time. If my opponents have access to a 9th-level spell that works on a one-off basis, it's certain that I'll use an 8th-level spell that works all day.
In the case of your PCs: Well, they're adventurers. They lead a hard and dangerous life, and need to expect that their opponents will come after them with all the resources at their command. Speaking of which: Why weren't their opponents warding themselves from scrying?
Also, I really don't understand how this tactic is quite so dangerous in 3.5 unless you're always outside a protected area. You get a Will save to avoid being scried; if you make it, the spell fails. How many scrying spells does the average BBEG have prepared each day? A 9th-level wizard with an Int of 22 gets three 4th-level spells; even if he uses all of them to prepare scrying (unlikely at best), AND uses all three against the same PC party (even more unlikely), that's three scry attempts against the party per day; three Will saves. Moreover, the wizard has to be lucky enough to catch the PCs outside a protected area, so that three saves per day drops to about one in all likelihood. Hardly that dangerous.
So, in a world in which everyone has equal access to magic, scry-buff-teleport will not be the end-all strategy. Plainly put, it just doesn't work. True, there are still problems involved, namely the fact that not all disputes will involve people who have equal access to magic. But, when dealing with adventurers, you should be fine.