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Tips for starting at higher-level?
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<blockquote data-quote="GuardianLurker" data-source="post: 9345711" data-attributes="member: 786"><p>Mostly it's "Be aware (and beware) of their impact." more than specific guidelines.</p><p></p><p>For example, 3x had the "Scry and Die" tactic (Scry spell, followed by Teleport). Which meant that paranoid/prepared PCs would have Private Sanctum and/or Mindblank up to prevent the Scry part. (That's less of an issue in 5e.)</p><p></p><p>Teleport, and other high level travel spells, obviously sidesteps all the travel encounters and hazards, and let you have widely dispersed locations. One of the big things here is how much of a stickler you'll be for Teleport's error bars. You'll also want to consider how Plane Shift and Gate differ, both in the rules and in game world. I should point out that this also applies to non-spell travel as well. An airship, especially if it is a really rare mode of transport, poses many of the same problems.</p><p></p><p>Also, the high-level information gathering spells (and skills). Locate Object/Person, Legend Lore, Bardic Knowledge, etc. What are their limits? How do they compare? Inventive investigators will be able to use these to gather surprising amounts of information.</p><p></p><p>You might also want to consider if there are (expensive) mundane/non-magical counters to these issues. For instance, in the 1e days, a lot of high-security areas had 1/4" of lead explictly embedded in the construction of the floors/walls/ceilings. Which prevented scrying. I don't believe 5e has anything explicit like that, but its well worth considering.</p></blockquote><p></p>
[QUOTE="GuardianLurker, post: 9345711, member: 786"] Mostly it's "Be aware (and beware) of their impact." more than specific guidelines. For example, 3x had the "Scry and Die" tactic (Scry spell, followed by Teleport). Which meant that paranoid/prepared PCs would have Private Sanctum and/or Mindblank up to prevent the Scry part. (That's less of an issue in 5e.) Teleport, and other high level travel spells, obviously sidesteps all the travel encounters and hazards, and let you have widely dispersed locations. One of the big things here is how much of a stickler you'll be for Teleport's error bars. You'll also want to consider how Plane Shift and Gate differ, both in the rules and in game world. I should point out that this also applies to non-spell travel as well. An airship, especially if it is a really rare mode of transport, poses many of the same problems. Also, the high-level information gathering spells (and skills). Locate Object/Person, Legend Lore, Bardic Knowledge, etc. What are their limits? How do they compare? Inventive investigators will be able to use these to gather surprising amounts of information. You might also want to consider if there are (expensive) mundane/non-magical counters to these issues. For instance, in the 1e days, a lot of high-security areas had 1/4" of lead explictly embedded in the construction of the floors/walls/ceilings. Which prevented scrying. I don't believe 5e has anything explicit like that, but its well worth considering. [/QUOTE]
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