
Originally Posted by
SquelchHU
Level 5 features quite a few of the decisive spells I mentioned. I assumed level 5 when I said that.
You correctly guessed what I meant when I said coming back seconds later. However I also specifically cited this as a high level thing, so I don't know why you would think I said it was available at level 5.
What defensive magic are you using exactly? Mind Blank is higher level than Teleport and must be cast on each and every person in there or it's possible to find you quite easily. That isn't feasible unless it's just you, or we're talking level 21+ here. Nondetection is foiled by a caster level check and has the same flaw as Mind Blank. Anticipate Teleportation covers a small area and more to the point is an emanation. If they appear on the other side of the wall relative to the target's position they cannot be anticipated because emanations are blocked by solid objects. Greater Anticipate has the same flaw and is higher level.
The only one that kind of works is Forbiddence because it covers a decent size area but is still higher level, and still requires absolutely every organization or what have you you face to have access to sixth level Cleric spells. So now not only must enemies be primary spellcasters to keep up, they must be one specific kind of caster or have access to the same.
I really do want to know what the uber spell you're using here is, because the most I could find was some people's house rules to nerf teleport. Which is nice, but irrelevant to the rules as they exist here and now.
As for the tactics I'm mentioning - auto win? Not quite. Making things monumentally easier, such that you could gain a level per game day or faster simply by storming the dungeon faster than the DM anticipated? Absolutely. And these aren't push over enemies either - I know the tricks too, and made a variety of vicious enemies (who are invariably 1-2 rounded by this tactic anyways) so it's not as if I were making the enemy easy to defeat. It helps when you really do have an answer to anything. 'What's that? You have mid 30s all saves, Evasion, Mettle, and 250 HP? No save, I win.' And that's exactly what happens.
But see, I don't believe in cheating my players. If they perform better than expected, they get rewarded better. Simple as that. So I'm not going to nerf their XP for a battle they won or whatever simply because I did not like the way they won it. Hell, I won't even not like the way they won it - if they win, they win, and that's awesome. They worked for it, so why would I be adversarial and cheat them out of their accomplishment? It's not as if I'm treating some melee guy that does only 75 damage a round as a valid level 20 challenge or anything.
Now back to the Teleport thing. One thing that actually does stop it is no longer using any site based adventures. If it's 'go to x and do y' ditch it now, because the going to x part means divinations will make a joke of it. This is another example of the game fundamentally changing every few levels - you can no longer have the enemy or the adventure occur at a static location. They need to be moving around. Just like you do. Luckily the system already encourages you to keep moving as things like settling down in a home cost money that is not being spent on new magic items, causing you to be less effective than you should be.
On another side tangent, this is one of the many ways you can tell the people at Pathfinder have no idea what they were doing about anything at any time. One adventure they produced involves 'walking around in swamps, helping some meaningless backwater village for no reward of worth' and if the PCs try to leave the DM is encouraged to try to trap them with environmental effects, another involves 'being trapped in a snowstorm in some village and being forced to help them out' and still another is basically incoherent in its writing and frequently contradicts itself, but thinks that a bunch of humanoid non caster mercenaries who are at most your level - 6 can threaten you at all.
All of these are at least level 9. The last one is level 15. And they actually think these are level appropriate challenges that won't be laughed at and/or solved in 12 seconds. Or that the PCs are walking at all at level 9+. They certainly are not when they don't want to be!
In fact most of what they write is clearly written under the assumption they think higher level = bigger numbers, and that's it. And when it is made painfully apparent to them there's more to it than that they step in and arbitrarily nerf your real options because they can't handle it. Which makes me wonder why all the people that like it don't just play 4th edition, since it at least was written with that paradigm in mind.