My Fix to Scry-Buff-Teleport

Wolffenjugend said:
Why don't you just let the party use the scry-buff-teleport tactic a few times to kill their enemies and then have the same happen to them. Fair is fair. After a TPK, the party will get the picture.

After one TPK, SBT will not be an issue. The party will be dead, and we will be starting a new campaign.
 

log in or register to remove this ad

Plane Sailing said:
IMO it is not enough to deter SBT (BST isn't a great idea since scry has a 1hr casting time and most of the buffs will wear off!)

Actually, my players use buff (including 1 rd/level spells), greater scrying, and then teleport. Greater scrying takes only one action. And you want to attack as soon as possible so the enemy has less time to react to the sensor (if they see it).

They don't care about the teleport table and missing teleports because they can teleport again next action. 3.5 makes this harder because you can't just teleport based on a description.

Part of the problem is that bad teleports are not that bad. Maybe 1d10 damage, but usually just end up 1d10 x 1d10 % of the way off and just teleport again. Several 5th level spells to get the job done, or now that Greater Teleport is on the table, they don't worry at all.

The main reasons why it won't deter it

a) wait until you can scry them while they are asleep or bathing so they don't have all their gear handy.

Good point, my players have never thought of this, yet. I added the audible sound to my solution to avoid teleporting in when someone is sleeping, or arriving invisible or in their closet or something. I didn't think about bathing or other comprimising situations.

b) the ambushers can take enough time to lade on as many buffs as they want, 1 or d4+1 rds isn't enough for the assaulted to buff themselves as much (even if they were aware - see (a))

If you arrived unable to act for 1d4+1 rds, they enemy could slaughter you before you got a chance to act. That would deter most SBT (or BST).

Your option (3) would work - if the people at the destination can shove some furniture into their arrival point so the teleporters automatically get an initial "Mishap" it means that the attackers would always want to arrive in an empty location, making the whole thing less of a duck shoot for them.

I like that. For that matter, you could go stand in the incoming spot and block teleport.

Hmm. More thought required. Thanks.
 

Vaxalon said:
Why is the blocking of the teleporting such a big deal?

In my view, blocking the SCRYING is the important part! Even if they can only just SEE into the enemy corridors of power, isn't that threat enough?

The SBG has some magical enhancements that can block scrying, plus there are spells that can decieve them.

While blocking scry is a counter measure, it is not complete. You can still physically visit the place, either as part of a conventional assualt, as part of a scouting mission, or maybe just as a visitor. Then later, teleport back in an lay waste to the place.

If teleport is used as written, no one would never allow anyone in their castles unless that person was the most trusted ally. And after one conventional assault, you would have to post 24-hour guards for life or move out.

Heck dimension door could be used with a blueprint of the castle to land in any room. Better kill your architect. (True, Dimension door at least has a few annoying limitations.)
 

Nightfall said:
There are a couple teleportation blocking/redirecting spells in BoEM I. I'm sure once The Complete BoEM comes out, they'll be set for 3.5.

Basically just copied from Psionics handbook IIRC (or at least so closely inspired by them it makes no difference - teleport trace, teleport redirect etc.)
 

The trick here is to make the "defence" cheaper/easier than the "offence".

That is: think through the SBT tactic. What sorts of rules/spells/tactics could there be that would usually make SBT a poor choice. You (the DM) don't want to take it away completely, right?

As I see it, the "buff" part has been rectified in 3.5e; durations are shorter. The "scry" part is more difficult now, with both the Will save and the spell False Vision. The "teleport" part is the only major problem. Insert a delay into the arrival part of that spell, and you probably have your worries behind you.

Personally, I dislike the scry mechanic and scope.
 

Plane,

I don't believe that was Monte's intent. It's possible he just got the same ideas as they did. That DOES happen you know...
 

I've been wondering about this, since when my campaign picks up again we'll have a teleport-capable wizard around. I just re-read the teleport spell description, and it mentioned the example about not being able to teleport to a location that has substantially changed its appearance since you last knew it. This kicks in on the concept that the wizard has to visualize the target location.

If teleport is used as written, no one would never allow anyone in their castles unless that person was the most trusted ally. And after one conventional assault, you would have to post 24-hour guards for life or move out.

Note that the person to visit or spy out the location would need to be the wizard herself, or would need to be constantly scry'd by the teleporting wizard.

If so, this could help defeat the "gotta move out of the fort" problem - just hire an interior decorator! That definitely makes defense cheaper than offense - and more stylish.

john
 

Greybar said:
If so, this could help defeat the "gotta move out of the fort" problem - just hire an interior decorator! That definitely makes defense cheaper than offense - and more stylish.

"... and we save gold by re-using the old throne room decor in the golem testing area!"

Very cool idea. With magic at your disposal, cheap re-modeling can include stone wall movement.

-- N
 

Nail said:
As I see it, the "buff" part has been rectified in 3.5e; durations are shorter.
Yes the duration of many spells such as Greater Invisibility are now measured in rounds/level rather than minutes per level. But combats are short, and the buffers need only cast the critical spells right before the teleportation.

On the other hand 3.5 makes it much harder for casters to stay in mage armor/endurance type buffs all or most of the day, which is a disadvantage for anyone on the receving end of this tactic.

So on the whole, I think the shortening of spell durations in 3.5 is helping the SBTers.
 

Nifft said:
"... and we save gold by re-using the old throne room decor in the golem testing area!"

Very cool idea. With magic at your disposal, cheap re-modeling can include stone wall movement.

-- N

I have long standing illusions in the audience chamber, and a replica of the illusion in the dungeon. Since you teleported to a "False destination" you end up in the nearest facsimily...

PS
 

Trending content

Remove ads

Top