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How to keep demons out of harm's way in the Abyss?
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<blockquote data-quote="jvdburgt" data-source="post: 5987084" data-attributes="member: 6673052"><p>[MENTION=6698275]Dozen[/MENTION]: well, why not here, see it as context-information for the main question <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /></p><p></p><p>How are my fellow players handling this? From the perspective of the <em>characters</em>:</p><p>Generally as soon as battle start I seek to defuse it, mostly with some carefully placed solid fogs followed up by some pacifying action such as my aura of peace or some mind of charm spell. The ones that remain fighting are pretty much dealt with by my fellow characters. After a few battles so far the idea is that we kinda agree that whenever someone is not really a threat anymore, he's left alone (or grappled or whatever). We do have some sometimes have some disagreement still about what exactly constitutes "not a threat" (my Apostle has higher standards than the mere RAW "helpless" as I see running away as "not a threat" as well). So every now and than I use illusion or instant spells like "stay the hand" to prevent either enemies or allies from striking when I feel the battle is practically over. </p><p></p><p>Of course this sometimes annoys them <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /></p><p></p><p>In practice</p><p>- Our main muscle is a CG werewolf with an insanely high will save, so he's not really bothered by my aura of peace, or any other enchantment I might throw at him.</p><p>- Our 2nd muscle is our CG druid who is sometimes affected by my aura or interventions, but he's got plenty of other stuff to pull out of his hat that is not violent (summoning, buffing)</p><p>- Then we got a mindbender kinda psion who's own approach is pretty non-violent (he lets his thralls and hencemen do that, and he isn't bothered when I interfere with them)</p><p>- Then we have a warlock who's mostly out of my reach (in the air) dispelling and throwing in a blast now and then (mostly when the battle is pretty much ended, but he hadn't quite figured that out yet).</p><p></p><p>That's about it, however annoyed they are with my character, they pretty much let me stabilize dying enemies and tag them along for a (short) ride to the nearest prison. As much as they don't agree with my handling of things (and as annoyed as they are by my random solid fogs) they have seen the added value of my peaceful approach in more than one situation by now.</p><p></p><p>As for the perspective of the <em>players</em>:</p><p>- First and foremost, having an Apostle in your party is a roleplaying challenge; one that can be (and is) very satisfactorily and brings up a lot of party dynamic;</p><p>- Second, we kinda found a way where my Apostle is not frustratingly disruptive. Basically I do my thing without intentionally thwarting my fellow players, but I may still unintentionally thwart them ("I walk up to the demon and - oh, I'm sorry, are you in my aura of peace"-kind a way). I only target my own fellows with instant spells when (in my eyes) the battle is pretty much over and there not in great danger anymore anyhow. Both in-game and out of game I know there is a certain limit as to how often I can do that before I start to annoy both characters and players. Luckily, both my character and myself are quit aware of that <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" />. And, of course, they kinda of looking for any chance to get back at my character by annoying him whenever they can - with or without him knowing (Mindbender: "Yeah, my henchman will bring this creature to the prison", after which he telepathically orders him to kill the creature once out of sight) </p><p></p><p>So, long story short: it truly brings a new (roleplaying) dimension to the game, as well as some pretty funny philosophical discussions. Can't wait to go to the Abyss <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="jvdburgt, post: 5987084, member: 6673052"] [MENTION=6698275]Dozen[/MENTION]: well, why not here, see it as context-information for the main question ;) How are my fellow players handling this? From the perspective of the [I]characters[/I]: Generally as soon as battle start I seek to defuse it, mostly with some carefully placed solid fogs followed up by some pacifying action such as my aura of peace or some mind of charm spell. The ones that remain fighting are pretty much dealt with by my fellow characters. After a few battles so far the idea is that we kinda agree that whenever someone is not really a threat anymore, he's left alone (or grappled or whatever). We do have some sometimes have some disagreement still about what exactly constitutes "not a threat" (my Apostle has higher standards than the mere RAW "helpless" as I see running away as "not a threat" as well). So every now and than I use illusion or instant spells like "stay the hand" to prevent either enemies or allies from striking when I feel the battle is practically over. Of course this sometimes annoys them ;) In practice - Our main muscle is a CG werewolf with an insanely high will save, so he's not really bothered by my aura of peace, or any other enchantment I might throw at him. - Our 2nd muscle is our CG druid who is sometimes affected by my aura or interventions, but he's got plenty of other stuff to pull out of his hat that is not violent (summoning, buffing) - Then we got a mindbender kinda psion who's own approach is pretty non-violent (he lets his thralls and hencemen do that, and he isn't bothered when I interfere with them) - Then we have a warlock who's mostly out of my reach (in the air) dispelling and throwing in a blast now and then (mostly when the battle is pretty much ended, but he hadn't quite figured that out yet). That's about it, however annoyed they are with my character, they pretty much let me stabilize dying enemies and tag them along for a (short) ride to the nearest prison. As much as they don't agree with my handling of things (and as annoyed as they are by my random solid fogs) they have seen the added value of my peaceful approach in more than one situation by now. As for the perspective of the [I]players[/I]: - First and foremost, having an Apostle in your party is a roleplaying challenge; one that can be (and is) very satisfactorily and brings up a lot of party dynamic; - Second, we kinda found a way where my Apostle is not frustratingly disruptive. Basically I do my thing without intentionally thwarting my fellow players, but I may still unintentionally thwart them ("I walk up to the demon and - oh, I'm sorry, are you in my aura of peace"-kind a way). I only target my own fellows with instant spells when (in my eyes) the battle is pretty much over and there not in great danger anymore anyhow. Both in-game and out of game I know there is a certain limit as to how often I can do that before I start to annoy both characters and players. Luckily, both my character and myself are quit aware of that ;). And, of course, they kinda of looking for any chance to get back at my character by annoying him whenever they can - with or without him knowing (Mindbender: "Yeah, my henchman will bring this creature to the prison", after which he telepathically orders him to kill the creature once out of sight) So, long story short: it truly brings a new (roleplaying) dimension to the game, as well as some pretty funny philosophical discussions. Can't wait to go to the Abyss ;) [/QUOTE]
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