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<blockquote data-quote="jgbrowning" data-source="post: 327600" data-attributes="member: 5724"><p><strong>i guess i'll jump in here</strong></p><p></p><p>the only problem i have with many of these "cheating" spells.. commune scry etc.... is this...</p><p></p><p>as a DM i am almost required to force my NPC's to be stupid in order to allow the PC's to live. An NPC with these same abilites who is the "enemy" of the PC's will use them just as much as the PC's and since the "enemy" ususally has more total resources.. (men/monsters/social standing whatever) the PC's should be damn quick work for most of those "continueing" villians types. </p><p></p><p>really it can be just as simple as a scry, teleport, mass damage spells, and teleprot away while the party is making camp... most powerful NPC's will have that ability.</p><p></p><p>I dont want to kill my PC's yet to play with these abilities used against them it is almost certain. So i'm left with few choices.</p><p></p><p>Not to dis on monte, but the return to elemental evil invasion of a temple complex type of module just wouldn't happen. the damn NPC's would magically find out who's doing it, where they are, and then they would crush them. The only way to keep high level PC's alive when they are fighting high level NPC's is really to just play the NPC's more like straw men than living breathing intelligent creatures.</p><p></p><p>I know a DM can make a lot of "in game" reasons why that wouldnt happen (iternal confusion, internecine war, etc) there are a few reasons why this gets old real quick. Mostly how did they get so powerful to begin with if a simple attack by 4-6 people would tear down the whole orgainization?.. it just stretches plausible beliveablity a little to much for me.</p><p></p><p>joe b.</p></blockquote><p></p>
[QUOTE="jgbrowning, post: 327600, member: 5724"] [b]i guess i'll jump in here[/b] the only problem i have with many of these "cheating" spells.. commune scry etc.... is this... as a DM i am almost required to force my NPC's to be stupid in order to allow the PC's to live. An NPC with these same abilites who is the "enemy" of the PC's will use them just as much as the PC's and since the "enemy" ususally has more total resources.. (men/monsters/social standing whatever) the PC's should be damn quick work for most of those "continueing" villians types. really it can be just as simple as a scry, teleport, mass damage spells, and teleprot away while the party is making camp... most powerful NPC's will have that ability. I dont want to kill my PC's yet to play with these abilities used against them it is almost certain. So i'm left with few choices. Not to dis on monte, but the return to elemental evil invasion of a temple complex type of module just wouldn't happen. the damn NPC's would magically find out who's doing it, where they are, and then they would crush them. The only way to keep high level PC's alive when they are fighting high level NPC's is really to just play the NPC's more like straw men than living breathing intelligent creatures. I know a DM can make a lot of "in game" reasons why that wouldnt happen (iternal confusion, internecine war, etc) there are a few reasons why this gets old real quick. Mostly how did they get so powerful to begin with if a simple attack by 4-6 people would tear down the whole orgainization?.. it just stretches plausible beliveablity a little to much for me. joe b. [/QUOTE]
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