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Evil clerics "luke you dont know the power of the dark side
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<blockquote data-quote="AuraSeer" data-source="post: 1955564" data-attributes="member: 1331"><p>The logistical problem with the typical evil campaign is that it's hard to maintain a cohesive party, even with lawful evil characters. When everyone is out for his own gain, and is willing to backstab his friends to get it, too often you end up in a <em>Paranoia</em>-style, "every PC for himself" betrayal-fest. (This can be avoided once your players are mature enough to understand that not every evil character is a psychopath.)</p><p></p><p>For me personally, evil games are okay for a one-shot, but I don't find them as much fun in the long term. I mean, it may be kind of entertaining to blow stuff up without regard for the consequences, but there's no heroic achievement or (usually) any character development. If I were satisfied just by killing stuff and getting treasure, or by the "wow d00d, j00 bl3w up d4 0rph4n4g3, j00r s0 1337" factor, I'd go play Everquest.</p><p></p><p>As for the idea of PCs using rape to "empower themselves" in the game... I find it depressing that anyone over the age of 13 would consider that entertainment. Only once did I ever have a player state that his character was going to commit rape. I told him to leave the game immediately, and explained that I would break his nose if he ever again tried to join one of my campaigns.</p><p></p><p></p><p>You forgot: "The majority of the world's leaders, armies, and other heroes are on your side, and are likely to cooperate with you in order to combat a major threat." </p><p></p><p>In other words, if a band of evil PCs is marauding around the countryside taking hostages and slaying innocent children, they should very shortly have a large number of high-level NPCs on their tails. If that hasn't happened, your DM is asleep at the switch.</p><p></p><p></p><p>I guess you're fighting 1st-level paladins, then? Enemies in D&D don't just die from one shot, even from a poisoned arrow, especially not if they've got the high Fort save that paladins do. (At least, not if your DM knows what he's doing.)</p><p></p><p>If your opponents are so weak that they can be easily killed from ambush, and so stupid that they can easily <strong>be</strong> ambushed in the first place, it sounds like you've got a pretty boring campaign. IMO, no challenge means there's no point to playing. Why not just gain XP for slaughtering defenseless bunnies?</p><p></p><p></p><p>I'm not sure what you're asking here. Evil clerics already can spontaneously convert spells to <em>inflict wounds</em>, in the same way good clerics can convert to <em>cure wounds</em>. It's not unjust at all, it only means that you're more focussed on "kill my enemies" rather than "keep my friends alive."</p><p></p><p>If the party has a problem with staying power, invest in some wands of <em>cure critical wounds</em>. Even the rogue can use those if he has some ranks in UMD.</p><p></p><p></p><p>Note that this doesn't work. <em>True strike</em> has a range of Personal; the mage can only cast it on himself.</p></blockquote><p></p>
[QUOTE="AuraSeer, post: 1955564, member: 1331"] The logistical problem with the typical evil campaign is that it's hard to maintain a cohesive party, even with lawful evil characters. When everyone is out for his own gain, and is willing to backstab his friends to get it, too often you end up in a [i]Paranoia[/i]-style, "every PC for himself" betrayal-fest. (This can be avoided once your players are mature enough to understand that not every evil character is a psychopath.) For me personally, evil games are okay for a one-shot, but I don't find them as much fun in the long term. I mean, it may be kind of entertaining to blow stuff up without regard for the consequences, but there's no heroic achievement or (usually) any character development. If I were satisfied just by killing stuff and getting treasure, or by the "wow d00d, j00 bl3w up d4 0rph4n4g3, j00r s0 1337" factor, I'd go play Everquest. As for the idea of PCs using rape to "empower themselves" in the game... I find it depressing that anyone over the age of 13 would consider that entertainment. Only once did I ever have a player state that his character was going to commit rape. I told him to leave the game immediately, and explained that I would break his nose if he ever again tried to join one of my campaigns. You forgot: "The majority of the world's leaders, armies, and other heroes are on your side, and are likely to cooperate with you in order to combat a major threat." In other words, if a band of evil PCs is marauding around the countryside taking hostages and slaying innocent children, they should very shortly have a large number of high-level NPCs on their tails. If that hasn't happened, your DM is asleep at the switch. I guess you're fighting 1st-level paladins, then? Enemies in D&D don't just die from one shot, even from a poisoned arrow, especially not if they've got the high Fort save that paladins do. (At least, not if your DM knows what he's doing.) If your opponents are so weak that they can be easily killed from ambush, and so stupid that they can easily [b]be[/b] ambushed in the first place, it sounds like you've got a pretty boring campaign. IMO, no challenge means there's no point to playing. Why not just gain XP for slaughtering defenseless bunnies? I'm not sure what you're asking here. Evil clerics already can spontaneously convert spells to [i]inflict wounds[/i], in the same way good clerics can convert to [i]cure wounds[/i]. It's not unjust at all, it only means that you're more focussed on "kill my enemies" rather than "keep my friends alive." If the party has a problem with staying power, invest in some wands of [i]cure critical wounds[/i]. Even the rogue can use those if he has some ranks in UMD. Note that this doesn't work. [i]True strike[/i] has a range of Personal; the mage can only cast it on himself. [/QUOTE]
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