The reason that wizards sit in towers is because setting up traps that can take out an entire strike force of archmages is pathetically easy. It's not even hyberbole to say that the Rogue with an AMF and a locked room is red-hot death to a strike force of archmagi.Swordslinger wrote:All the more reason to be the one on the offensive. The FR paradigm of having wizards sit in castles and towers and wait to be attacked is just plain stupid. Dying isn't a problem. The problem is dying without backup so that that nobody is there to bring in your body and prevent people from trapping your soul. It's highly unlikely somebody takes out Elminster's wizard strikeforce.K wrote: I never understand why people think high-level wizards are gods. They really aren't.
The archmages of the world don't kill the Zhents because the archmages of the world are glass cannons like every other wizard.
It's a real thing. The theoretical power of a wizard is huge, but the practical power is a different thing. Blasting spell slots can be wasted on enemy's summoned crap, foolproof escape spells can be shut down, and killer protection spells that are perfect protection in a teleport ambush fail when the durations run out.
I mean, what spell lists let archmagi's take on a city of Zhents and their armies? Certainly, it's not the spell lists on the NPCs that are statted up.
Putting 5-6 archmagi in a room is just a recipe for losing 5-6 archmagi and it can be from something as common as a collapsing roof to something as exotic as being tricked by an illusion into walking into a gate to a dead magic area on the Negative Material Plane.
The point is that you create magi-babble explanations for teleport that work with a fantasy setting. Maybe a wizard can only memorize five or six locations at a time. Maybe teleport circles are a secret known to only five people in your setting and require special feats and years to learn, so you tend to find them in old ruins and they never go somewhere you need them to.Swordslinger wrote:Teleporting in Star Trek is limited in that it won't work through shields, across a solar system and is often totally removed whenever the story calls for it by any number of technobabble explanations.As for teleport, I stand by my argument that you can still tell stories with it. Star Trek has decades of stories that prove that it's possible, and their teleportation has a lot fewer restrictions than many other settings.
Considering the fact that you can set magical traps and ambushes on the other side of a teleport circle, I don't even know why anyone would use one. You could be dead the instant you arrive at the other side because someone set up forty symbols of death or something more exotic.
So there are going to be tens of thousands of sending scrolls hidden away all over the world by so that mid-level characters can use them so that high-level characters can solve their problems?Swordslinger wrote:Anyone with a scroll of sending can totally just send over a 911 emergency to one of the archmagi heroes. As for not caring, if they're good aligned, they should care that people are suffering and they can stop it. I don't buy the crap that high level heroes are constantly busy with saving the world 24-7.K wrote: As for the argument that the existence of high-level characters invalidates the work of low-level ones, I have to call foul again. People seem to love this argument, even though it has the assumption built into it that high-level characters know about every danger in the world AND aren't currently involved in some other adventure AND care enough to get out of bed for things that can be handled by lower-level characters.
This doesn't mean low level people do nothing, but it does mean that failing a low to mid level quest won't have any serious consequences. Even if you fail to stop the warlord, at most that means that Elminster has to devote a day of his time to smacking him down personally. So the end result of your glorious heroic quest is that you saved Elminster a day to do something else.
What happens when the day comes that the spell slots Eliminister spent tackling your goblin bandit problem means that a dragon burns Waterdeep? High-level and good character realize that there are better things for them to do than to solve problems that other people can solve on their own because teaching people to be dependent on you is a failure of a strategy. One day they won't get to the scrolls, and the consequences low-level people failing their adventures is things like people dying and not getting a raise or getting turned into shadow spawn.
Who even says that Eliminister could solve your adventure in a day? What exact spells is he using that let him do that? The answer is: that's not how it works.
Again, you are confusing theoretical power with real power. Eliminister has a very nice spell list, but running the actual statted-out characters through even a published 10th level adventure has him either dying horribly OR not completing it because he lacks vital skills OR taking as much time as a normal party because he needs to find clues in a sequence or explore things the old fashioned way.
