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Standard security features of a permanent Teleportation Circle
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<blockquote data-quote="Saeviomagy" data-source="post: 6884935" data-attributes="member: 5890"><p>The 2000 number comes from using D&D and positing "how many creatures could be standing within a dash of the circle". Remember - they don't need to clear the circle on the other side: if there is no room for them, then they appear in an unoccupied space. So ~2000 is how many you can squeeze into every square. Well, actually looking at the rules, troops can't be more than 1 per 5 foot square, so bring it down to 500.</p><p></p><p>If you want to go for realism, then the sensible way is probably to have 4 streams of troops from cardinal directions. If we assume they still can't move faster than 60' in a round, you end up with 384 in a round (but I'm putting 4 guys per 5' square because it seems a more reasonable number for trained troops doing a practised maneuver).</p><p></p><p></p><p>Dragons, undead and demons are not a threat on the same scale as a massive mundane foot force. If you have problems with dragons, undead and demons, you recruit the local group of 5 adventurers to go whack them. If you do that with a 2000 man army that's utilizing magic in a sensible way, your adventurers are not likely to triumph. Also dragons, demons and undead tend to require a lot more countermeasures than "just hope that no one tries it".</p><p></p><p></p><p>... but again, if your tactic is "put it outside the city walls and hope no one uses it", then you're still going to get jumped by a large armed force when you cannot respond. Much better to booby trap the thing or flat out disable it for unauthorized transport.</p><p></p><p></p><p></p><p>"That guy that I stabbed who just escaped through a teleport circle, who's blood I have on my dagger" would seem to do it. And the next scry is targeted at a location that you saw through the first one.</p><p></p><p>Sure! And that's great! But the original posit was to rely on obscurity as security. This is being more active and sensible about it.</p></blockquote><p></p>
[QUOTE="Saeviomagy, post: 6884935, member: 5890"] The 2000 number comes from using D&D and positing "how many creatures could be standing within a dash of the circle". Remember - they don't need to clear the circle on the other side: if there is no room for them, then they appear in an unoccupied space. So ~2000 is how many you can squeeze into every square. Well, actually looking at the rules, troops can't be more than 1 per 5 foot square, so bring it down to 500. If you want to go for realism, then the sensible way is probably to have 4 streams of troops from cardinal directions. If we assume they still can't move faster than 60' in a round, you end up with 384 in a round (but I'm putting 4 guys per 5' square because it seems a more reasonable number for trained troops doing a practised maneuver). Dragons, undead and demons are not a threat on the same scale as a massive mundane foot force. If you have problems with dragons, undead and demons, you recruit the local group of 5 adventurers to go whack them. If you do that with a 2000 man army that's utilizing magic in a sensible way, your adventurers are not likely to triumph. Also dragons, demons and undead tend to require a lot more countermeasures than "just hope that no one tries it". ... but again, if your tactic is "put it outside the city walls and hope no one uses it", then you're still going to get jumped by a large armed force when you cannot respond. Much better to booby trap the thing or flat out disable it for unauthorized transport. "That guy that I stabbed who just escaped through a teleport circle, who's blood I have on my dagger" would seem to do it. And the next scry is targeted at a location that you saw through the first one. Sure! And that's great! But the original posit was to rely on obscurity as security. This is being more active and sensible about it. [/QUOTE]
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Standard security features of a permanent Teleportation Circle
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