strongbow said:
A nice, reasoned response.
..and I appreciate the challenge of reasoned counters.
strongbow said:
1) Scry- You don't need to Scry to go take someone/thing out. Discern Location will thwart any means of blocking except Mind Blank.
Discern Location is only useful if you have Greater Teleport; everything else requires that you've seen the spot at least once. So: we're no longer talking about a few mid-level spells being the beat-all meal ticket, are we? We're talking about a Wiz 15 and his cronies.....meaning his enemies are of approximately the same level and power (or higher). Mind Blank is an option to these BBEGs.
Discern Location doesn't let you know what the subject is doing. That could be a big deal, depending on how the BBEG works it. I'm thinking that Divinations and Communes from the BBEG could find out when/where the heroes will be arriving.
Discern location requires that you've seen the BBEG, or have an item that once belonged to it. That's a speed bump, at least.
strongbow said:
Discern Location enables the party to find the lieutenants and such that will not be protected.
Of course. Nor will the PC's lieutenants be protected, etc. Moreover, the PCs actually have to track down the lieutenants....which sounds an awful lot like a normal high level adventure.
How do you find the BBEG's lieutenants, track them back to the BBEGs lair, and then take out the BBEG (all without alerting the BBEG that you're doing this)? This is NOT a one-step process.
strongbow said:
2) Buff. Discern Location does not let the target know that it has been cast in relation to him. It has a ten minute cast time, during which others can buff and prepare as they see fit. Except for round/level spells, a high level spellcaster can cast all his/her minute per level buffs before casting Discern Location. Furthermore Greater Scrying has a one action cast time, but is relatively easy countered.
And all of these buffs can be stripped away with a Greater Dispel Magic, or even MD. After they teleport in, all of the strike team is in a small, convenient radius.
Even so: we're no longer taking about something you can do starting level 9, eh?
strongbow said:
3)Teleport. You don't have to necessarily hit the enemy stronghold. A high level Control Winds will collapse it if aboveground,...
Depending on it's construction, yes. To do so to most BBEG lairs, we're talking Level 15 again...and only if they're not fortified. If they are: no damage, even from a tornado.
It's all well and good to destroy a large body of mooks....but really, at that level, it wasn't the mooks you were worried about.
Strongbow said:
Certainly these methods are not "sporting", but they are efficient. Instead of clearing the tower, you destroy the whole thing. Certainly there may be other considerations such as hostages, but sometimes you just want someone dead.
This is no longer "rules territory". Now we're talkin' about how the DM handles the campaign and the PCs world. Tons of ways to make this sort of "Kill 'em all - let God sort 'em out" attitude be a big problem for whoever tries it. Not least of which: It's
Evil.
Strongbow said:
4)Initiative. DMs may handle this different ways, but I offer that Teleport should be treated as everyone's surprise round action, then regular init is rolled.
Maybe, maybe not. Again, no longer a "rules" problem, more of a "current situation dictates" problem.