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<blockquote data-quote="rounser" data-source="post: 331305" data-attributes="member: 1106"><p>I can see justification for a villain not teleporting in and blowing away the PCs personally in the same way that they populate dungeons with weak creatures near the entrance, stronger the further you progress, and allow their huge forces to be chipped away at in dribs and drabs.</p><p></p><p>Likewise, if the 20th level villain notices the 10th level party is giving him trouble and determines their location via scry, he'll have some goons teleport in and attempt to clean them up rather than doing so himself. Why? Well, you could say that it's because the goons should be able to handle it, and he's got bigger fish to fry...and that he assumes that they've taken care of it, and so spends time elsewhere...but really, the underlying reason is that it's CR metagame logic at work, and we're used to that.</p><p></p><p>You could coordinate the time at which the villain realises that the PCs need dealing with personally with the time at which they've gained enough levels to face him. But, by that time, the villain may realise through scrying that they're too risky to attempt to deal with personally (oops), and instead wait for them on his own turf. Perhaps harper assassins and plane-hopping had him distracted - a 20th level wizard is probably darn busy, no? Maybe he keeps on putting it off....perhaps the PCs will find a note in his day planner when they finally off him - "20th Marpenoth. Practice evil laughter in mirror. Go shopping for bat guano. Teleport in and meteor swarm pesky adventurers before lunch. Afternoon nap. Quality time with familiar. Don't forget to wear amulet of nondetection when going to bed..." <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></blockquote><p></p>
[QUOTE="rounser, post: 331305, member: 1106"] I can see justification for a villain not teleporting in and blowing away the PCs personally in the same way that they populate dungeons with weak creatures near the entrance, stronger the further you progress, and allow their huge forces to be chipped away at in dribs and drabs. Likewise, if the 20th level villain notices the 10th level party is giving him trouble and determines their location via scry, he'll have some goons teleport in and attempt to clean them up rather than doing so himself. Why? Well, you could say that it's because the goons should be able to handle it, and he's got bigger fish to fry...and that he assumes that they've taken care of it, and so spends time elsewhere...but really, the underlying reason is that it's CR metagame logic at work, and we're used to that. You could coordinate the time at which the villain realises that the PCs need dealing with personally with the time at which they've gained enough levels to face him. But, by that time, the villain may realise through scrying that they're too risky to attempt to deal with personally (oops), and instead wait for them on his own turf. Perhaps harper assassins and plane-hopping had him distracted - a 20th level wizard is probably darn busy, no? Maybe he keeps on putting it off....perhaps the PCs will find a note in his day planner when they finally off him - "20th Marpenoth. Practice evil laughter in mirror. Go shopping for bat guano. Teleport in and meteor swarm pesky adventurers before lunch. Afternoon nap. Quality time with familiar. Don't forget to wear amulet of nondetection when going to bed..." :) [/QUOTE]
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