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So, how do you keep'em from just 'porting away?
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<blockquote data-quote="I'm A Banana" data-source="post: 2507472" data-attributes="member: 2067"><p>Ahhh, see, the two are not nessecarily related. You can make PC's feel like they're trapped and hunted like animals without confining them in one area and having them search for a means to escape. A lot of the advice was addressing the "make players feel" angle, without getting rid of teleporting (which does thwart your other angle).</p><p></p><p>Now, to make them confined into one area and have them search for a means of escape? I guess you're dealing with the same problem that people have when they want to capture even a 1st level party and put them in jail or somesuch -- with the rules of the game the way they are, it's very hard without resulting to fiat and nerfing to capture any sort of party in any sort of confined area. High Escape Artist skill? High Strength score? High Pick Locks skill? Wildshape? Alter self? It's all a potential deal-breaker. </p><p></p><p>The strategy that most DM's have used is to either not bother with it at all, or to make the NPC's doing the capturing be significantly higher level than the PC's. If they're weaseling out at 9th level, make the NPC's 14th. The strategy here means not confronting the NPC's who caused this directly, merely to arrange for some sort of escape, some weak point in their plan, some thing they didn't account for.</p><p></p><p>The best way to make a manacle that a high Escape Artist skill can't thwart is to have a higher Craft skill than the target. The best way to thwart Teleport, in-story, is to have more magic than the teleporting target. The game is built so that in order to stop the heroes, you need to be more than bad guys -- you have to be villains.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 2507472, member: 2067"] Ahhh, see, the two are not nessecarily related. You can make PC's feel like they're trapped and hunted like animals without confining them in one area and having them search for a means to escape. A lot of the advice was addressing the "make players feel" angle, without getting rid of teleporting (which does thwart your other angle). Now, to make them confined into one area and have them search for a means of escape? I guess you're dealing with the same problem that people have when they want to capture even a 1st level party and put them in jail or somesuch -- with the rules of the game the way they are, it's very hard without resulting to fiat and nerfing to capture any sort of party in any sort of confined area. High Escape Artist skill? High Strength score? High Pick Locks skill? Wildshape? Alter self? It's all a potential deal-breaker. The strategy that most DM's have used is to either not bother with it at all, or to make the NPC's doing the capturing be significantly higher level than the PC's. If they're weaseling out at 9th level, make the NPC's 14th. The strategy here means not confronting the NPC's who caused this directly, merely to arrange for some sort of escape, some weak point in their plan, some thing they didn't account for. The best way to make a manacle that a high Escape Artist skill can't thwart is to have a higher Craft skill than the target. The best way to thwart Teleport, in-story, is to have more magic than the teleporting target. The game is built so that in order to stop the heroes, you need to be more than bad guys -- you have to be villains. [/QUOTE]
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So, how do you keep'em from just 'porting away?
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