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Scrying - Does it have to be a problem spell?
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<blockquote data-quote="StarFyre" data-source="post: 4173228" data-attributes="member: 26055"><p><strong>It depends on the players</strong></p><p></p><p>I think it all depends on the players style ....</p><p></p><p></p><p>For example, if they are the type who charge into rooms and want a campaign to = 1 fight after the other like WoW or something, sure..some spells and effects probably reduce their fun.</p><p></p><p>If they act part in the game world, pretending/acting as if it's real life..ie. role playing to the max and then treating battles for how deadly they should be, if they really did happen, it's a different story.</p><p></p><p>Making villains just as 'real' and with such depth takes more thinking.</p><p></p><p>I consider like, what would a 10000 year old Lich be wary of? teleport without errors/gates, scrying, etc....so i would create a logical reason, spell, item that the lich has acquired to try and protect from stuff like that.</p><p></p><p>There are times for the stories, that I would want such spells to be with the party,</p><p></p><p>Instead of removing them, if they use it in a situation I didn't plan for..good. they outsmarted me. if I plan stuff the way I envision it in real life, with villains who are supposed to have an INT of 25 or whatever, there are lots of combinations like that , that just won't work.</p><p></p><p>I harken back to the Molydeus in 2E where it could at will read thoughts of those around it.</p><p>The way I read that and used it in gameplay..you can't surprise it, you can't lie or cheat it, and you can't out tactic it...it knows what you are going to do...if it's in trouble, teleport.</p><p></p><p>All you can do is basically try to beat on it, and cast everything..you won't really surprise it..just try and overload it and stop it's teleport with whatever you can..hoping he isn't able t resist your counter, etc. </p><p></p><p>I think of bosses in the same way IF they are intelligent bosses and would thus have such powers or knowledge.</p><p></p><p>I guess cause i do lots of stuff with planar beings, such enemies always seem to be a lot more knowledgable than the party members, so combats come down to...players make ANY mistakes, they die. they have to be basically perfect for the best outcomes...</p><p></p><p>It's a very harsh way to play, expect the highest standards in roleplaying, puzzle solving (if any), and tactical combats (more akin to warhammer i guess in that respect) or they will die... </p><p></p><p>my players though like the extra challenge and seem to be having tons of fun.... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Sanjay</p></blockquote><p></p>
[QUOTE="StarFyre, post: 4173228, member: 26055"] [b]It depends on the players[/b] I think it all depends on the players style .... For example, if they are the type who charge into rooms and want a campaign to = 1 fight after the other like WoW or something, sure..some spells and effects probably reduce their fun. If they act part in the game world, pretending/acting as if it's real life..ie. role playing to the max and then treating battles for how deadly they should be, if they really did happen, it's a different story. Making villains just as 'real' and with such depth takes more thinking. I consider like, what would a 10000 year old Lich be wary of? teleport without errors/gates, scrying, etc....so i would create a logical reason, spell, item that the lich has acquired to try and protect from stuff like that. There are times for the stories, that I would want such spells to be with the party, Instead of removing them, if they use it in a situation I didn't plan for..good. they outsmarted me. if I plan stuff the way I envision it in real life, with villains who are supposed to have an INT of 25 or whatever, there are lots of combinations like that , that just won't work. I harken back to the Molydeus in 2E where it could at will read thoughts of those around it. The way I read that and used it in gameplay..you can't surprise it, you can't lie or cheat it, and you can't out tactic it...it knows what you are going to do...if it's in trouble, teleport. All you can do is basically try to beat on it, and cast everything..you won't really surprise it..just try and overload it and stop it's teleport with whatever you can..hoping he isn't able t resist your counter, etc. I think of bosses in the same way IF they are intelligent bosses and would thus have such powers or knowledge. I guess cause i do lots of stuff with planar beings, such enemies always seem to be a lot more knowledgable than the party members, so combats come down to...players make ANY mistakes, they die. they have to be basically perfect for the best outcomes... It's a very harsh way to play, expect the highest standards in roleplaying, puzzle solving (if any), and tactical combats (more akin to warhammer i guess in that respect) or they will die... my players though like the extra challenge and seem to be having tons of fun.... :) Sanjay [/QUOTE]
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