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So, how do you keep'em from just 'porting away?
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<blockquote data-quote="gizmo33" data-source="post: 2507014" data-attributes="member: 30001"><p>Monte Cook's advice is sound for the DM, and I don't think that the DM should just nerf powers for no reason. However, it seems logical to me that high level casters would have developed counters for high level abilities (similar to the way that someone developed fire resistance vs. fire spells) IMO DnD is underdeveloped in this area.</p><p> </p><p>In a scenario where you have a high level villain who knows something about magic, and he has the gp/ability and interest in imprisoning persons he knows can cast teleport (like many extra-planar creatures) I think it makes sense that he would have developed counter measures. </p><p> </p><p>Monte's advice could extend to not having fire elementals in your adventure because it nerfs the wizard's fireball ability - I don't think it was meant to go that far.</p></blockquote><p></p>
[QUOTE="gizmo33, post: 2507014, member: 30001"] Monte Cook's advice is sound for the DM, and I don't think that the DM should just nerf powers for no reason. However, it seems logical to me that high level casters would have developed counters for high level abilities (similar to the way that someone developed fire resistance vs. fire spells) IMO DnD is underdeveloped in this area. In a scenario where you have a high level villain who knows something about magic, and he has the gp/ability and interest in imprisoning persons he knows can cast teleport (like many extra-planar creatures) I think it makes sense that he would have developed counter measures. Monte's advice could extend to not having fire elementals in your adventure because it nerfs the wizard's fireball ability - I don't think it was meant to go that far. [/QUOTE]
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So, how do you keep'em from just 'porting away?
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