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Scry/Teleport/Mindblank High Level Intrigue
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<blockquote data-quote="ruleslawyer" data-source="post: 1584613" data-attributes="member: 1757"><p>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 <em>trade</em> and <em>markets</em> (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 <em>dealt</em> in trade. </p><p></p><p>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:</p><p></p><p>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), <em>Mordenkainen's private sanctum</em> 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? </p><p></p><p>Likewise, once you have <em>discern location</em>, you're talking 17th-level characters here. At that point, everyone should have <em>mind blank</em> 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.</p><p></p><p>In the case of your PCs: Well, they're <em>adventurers.</em> 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?</p><p></p><p>Also, I really don't understand how this tactic is quite so dangerous in 3.5 unless you're <em>always</em> outside a protected area. You get a Will save to avoid being scried; if you make it, the spell fails. How many <em>scrying</em> 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 <em>scrying</em> (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.</p><p></p><p>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 <em>work</em>. 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.</p></blockquote><p></p>
[QUOTE="ruleslawyer, post: 1584613, member: 1757"] 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 [i]trade[/i] and [i]markets[/i] (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 [i]dealt[/i] in trade. 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), [i]Mordenkainen's private sanctum[/i] 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 [i]discern location[/i], you're talking 17th-level characters here. At that point, everyone should have [i]mind blank[/i] 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 [i]adventurers.[/i] 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 [i]always[/i] outside a protected area. You get a Will save to avoid being scried; if you make it, the spell fails. How many [i]scrying[/i] 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 [i]scrying[/i] (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 [i]work[/i]. 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. [/QUOTE]
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