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Drow "Sunlight Sensitivity" workarounds?
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<blockquote data-quote="lkj" data-source="post: 6447091" data-attributes="member: 18646"><p>Interestingly, this has come up in a game I'm going to start soon. A player and I came up with a very cool backstory for a drow monk. He loves the character, and I have incorporated that backstory into the lore of the campaign world. But when he finally got around to creating the character (months later), he told me he might move away from the drow and a big part of the character concept. He mentioned that I like to do a lot of outdoor adventures (very true) and that he knew he'd get frustrated if his character was working at disadvantage for a large portion of the game. He wasn't complaining, and he wasn't lobbying for a fix. He just decided that, as fun as the backstory was, it wouldn't be all that fun to play. </p><p></p><p>So I told him that he should go ahead with character and that I wouldn't constantly screw him over with light sensitivity. I also told him that it would, however, definitely come into play sometimes and that it would still be used against him. Just not as a constant irritant.</p><p></p><p>Well, this thread has got me thinking about how to handle that specifically. I agree the drawback shouldn't just be shrugged off. But I'm also not going to have every day be cloudy or force all the adventures below ground.</p><p></p><p>So just to throw it out there, how about something like this-- Let's say there is a salve or an herbal concoction that can remove the light sensitivity for a few days. But as a consequence it suppresses inherent drow magic. This would mean either halving or removing darkvision and making the character unable to cast dancing lights, faerie fire or darkness. Or if that is too harsh, maybe it allows, with effort, to only cast one of those spells in a given day. </p><p></p><p>This way the player makes a choice to sacrifice his abilities. But because the elixer lasts several days, the effects will often go beyond a specific mission. It can't simply be turned on and off with the sunlight. It also adds some fun adventure hooks-- having to get the elixer or its ingredients (which will be relatively expensive and rare). I can also envision an adventure scenario where some villain adapts or spikes the elixer to cause other effects and slips it to the character (not to screw the character over so much as to drive a story perhaps or setup a hated villain).</p><p></p><p>Anyway, just curious what people think.</p><p></p><p>AD</p></blockquote><p></p>
[QUOTE="lkj, post: 6447091, member: 18646"] Interestingly, this has come up in a game I'm going to start soon. A player and I came up with a very cool backstory for a drow monk. He loves the character, and I have incorporated that backstory into the lore of the campaign world. But when he finally got around to creating the character (months later), he told me he might move away from the drow and a big part of the character concept. He mentioned that I like to do a lot of outdoor adventures (very true) and that he knew he'd get frustrated if his character was working at disadvantage for a large portion of the game. He wasn't complaining, and he wasn't lobbying for a fix. He just decided that, as fun as the backstory was, it wouldn't be all that fun to play. So I told him that he should go ahead with character and that I wouldn't constantly screw him over with light sensitivity. I also told him that it would, however, definitely come into play sometimes and that it would still be used against him. Just not as a constant irritant. Well, this thread has got me thinking about how to handle that specifically. I agree the drawback shouldn't just be shrugged off. But I'm also not going to have every day be cloudy or force all the adventures below ground. So just to throw it out there, how about something like this-- Let's say there is a salve or an herbal concoction that can remove the light sensitivity for a few days. But as a consequence it suppresses inherent drow magic. This would mean either halving or removing darkvision and making the character unable to cast dancing lights, faerie fire or darkness. Or if that is too harsh, maybe it allows, with effort, to only cast one of those spells in a given day. This way the player makes a choice to sacrifice his abilities. But because the elixer lasts several days, the effects will often go beyond a specific mission. It can't simply be turned on and off with the sunlight. It also adds some fun adventure hooks-- having to get the elixer or its ingredients (which will be relatively expensive and rare). I can also envision an adventure scenario where some villain adapts or spikes the elixer to cause other effects and slips it to the character (not to screw the character over so much as to drive a story perhaps or setup a hated villain). Anyway, just curious what people think. AD [/QUOTE]
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Drow "Sunlight Sensitivity" workarounds?
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