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Old 10-26-2012, 05:27 AM   Top  -  End  -  #121
Coidzor
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Default Re: Minimum requirements for Tippyverse?

Quote:
Originally Posted by ThiagoMartell View Post
If you don't allow auto-resetting beneficial traps and use the DMG demographics, then there is no TV. If spellcasters charge per spell cast (as they should per RAW), there is no TV.
DMG Demographics encourage there being enough casters of sufficient level for this.

Spellcasters charging per spell is irrelevant except in cases where the crafter can outright afford it.
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+3 Girlfriend is totally unoptimized. You are better off with a +1 Keen Witty girlfriend and then appling Greater Magic Make-up to increase her enhancement bonus.
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Old 10-26-2012, 08:37 AM   Top  -  End  -  #122
ThiagoMartell
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Default Re: Minimum requirements for Tippyverse?

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Originally Posted by Coidzor View Post
DMG Demographics encourage there being enough casters of sufficient level for this.

Spellcasters charging per spell is irrelevant except in cases where the crafter can outright afford it.
No, you need 17th level Wizards for Teleportation Circle and the best you can get from the DMG demographics is 16th level.
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Old 10-26-2012, 11:02 AM   Top  -  End  -  #123
Gavinfoxx
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Default Re: Minimum requirements for Tippyverse?

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Originally Posted by ThiagoMartell View Post
No, you need 17th level Wizards for Teleportation Circle and the best you can get from the DMG demographics is 16th level.
There are... a lot of other ways to get Teleportation Circle before that...
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Old 10-26-2012, 11:33 AM   Top  -  End  -  #124
ThiagoMartell
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Default Re: Minimum requirements for Tippyverse?

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Originally Posted by Gavinfoxx View Post
There are... a lot of other ways to get Teleportation Circle before that...
Irrelevant, optimization is not the norm. You might have one person pulling whatever shenanigans you want, but without multiple level 17 wizards, you can't have the TV as stablished. You will have one guy using Teleportation Circle and one person is not the TV. Not only do you need someone able to do that, you need someone that wants to do that. For that single caster, the benefits are minimal.
TV is not a guaranteed outcome, stop preaching like it is. It depends on several assumptions to be true and all the OP wanted were ways to avoid it happening. Several were listed already.
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Old 10-26-2012, 11:53 AM   Top  -  End  -  #125
Coidzor
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Default Re: Minimum requirements for Tippyverse?

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Originally Posted by Gavinfoxx View Post
There are... a lot of other ways to get Teleportation Circle before that...
And it's been acknowledged that you can even get around a lack of teleportation circle itself, since teleportation circle is only the most patently obvious way of doing it.
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+3 Girlfriend is totally unoptimized. You are better off with a +1 Keen Witty girlfriend and then appling Greater Magic Make-up to increase her enhancement bonus.
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Old 10-26-2012, 12:11 PM   Top  -  End  -  #126
Heliomance
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Default Re: Minimum requirements for Tippyverse?

I've actually got a rather fun setting that explores what happens after the Tippyverse. If any of my players are reading this, don't open the spoiler.
Spoiler


Then I went and made the PCs casters.
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Old 10-26-2012, 03:50 PM   Top  -  End  -  #127
Emperor Tippy
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Default Re: Minimum requirements for Tippyverse?

Quote:
Originally Posted by ThiagoMartell View Post
No, you need 17th level Wizards for Teleportation Circle and the best you can get from the DMG demographics is 16th level.
And the Epic Level Handbook, Manual of the Planes, or Planar Handbook has a continuation of that table with the "Planar Metropolis" settlement category (200,000 or more individuals iirc) that includes wizards of greater than 16th level.

RAW, level 17+ wizards exist.

Leaving that aside, you can create a teleportation circle with a level 13 warlock. Ignoring that, you can achieve the exact same end effect with an automatic resetting trap of Greater Teleport.
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This post contains 100% Tippy thought. May contain dangerous amounts of ludicrousness and/or awesomeness.
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Old 10-26-2012, 04:06 PM   Top  -  End  -  #128
Kelb_Panthera
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Default Re: Minimum requirements for Tippyverse?

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Originally Posted by Emperor Tippy View Post
And the Epic Level Handbook, Manual of the Planes, or Planar Handbook has a continuation of that table with the "Planar Metropolis" settlement category (200,000 or more individuals iirc) that includes wizards of greater than 16th level.

RAW, level 17+ wizards exist.

Leaving that aside, you can create a teleportation circle with a level 13 warlock. Ignoring that, you can achieve the exact same end effect with an automatic resetting trap of Greater Teleport.
I know the demographic table is extended in the ELH, I'm also certain it's not in MotP, but I can't remember one way or the other if it's in PLH.

The one in ELH even changes the community modifiers so that you actually can find up to a 20th level wizard even in a metropolis of 25,000.

The resetting trap does of course obviate the need for this expansion, but it's definitely part of RAW just like ET^ here says.


......... I never realized that would be the initials for emporer tippy, before now.
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Old 10-26-2012, 07:15 PM   Top  -  End  -  #129
Arcanist
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Default Re: Minimum requirements for Tippyverse?

Quote:
Originally Posted by Emperor Tippy View Post
And the Epic Level Handbook, Manual of the Planes, or Planar Handbook has a continuation of that table with the "Planar Metropolis" settlement category (200,000 or more individuals iirc) that includes wizards of greater than 16th level.

RAW, level 17+ wizards exist.

Leaving that aside, you can create a teleportation circle with a level 13 warlock. Ignoring that, you can achieve the exact same end effect with an automatic resetting trap of Greater Teleport.
You could also do all of this with a 15th level Artificer if you really want to. Not even requiring the Epic level handbook... But as you stated a Warlock 13 could set up the TV without much effort... Love how you're like Beetlejuice in that if you say "Tippy" 3 times you're automatically summoned into the thread
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