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Community
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*Dungeons & Dragons
Runaway Hex and Other DM Cruelties
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<blockquote data-quote="iserith" data-source="post: 8882604" data-attributes="member: 97077"><p>Last night, I'm kicking butt and taking names with my fighter/warlock in the dungeon. We're taking the fight to a faction therein that has given us some trouble in the past. Now it ends!</p><p></p><p>My shtick, of course, is to drop a <em>hex </em>on someone, then either <em>eldritch blast</em> them or hit them repeatedly with my polearm. Once the enemy drops, I bonus action the hex onto someone else, then repeat.</p><p></p><p>Catching on to this, the DM has one of the hexed enemies, who is much faster than my encumbered character, run away. I can't catch up, and it's not smart to just go dashing into a yet unexplored section of the dungeon for who knows what lay down that way. But at the same time, I can't reassign the <em>hex </em>until that guy dies or until I drop Concentration and cast it again! I've got just one other spell slot and I don't foresee a short rest coming up immediately after the current battle, so I'd rather keep my options open. Dang it!</p><p></p><p>Normally I'm the one who likes to put the DM into a bind and force <em>them </em>to make hard decisions. Now the shoe's on the other foot. Luckily, the guy returned (only with reinforcements) shortly after so I was able to take him out and keep my shtick going, but the DM really had me there for a little while, and I thought that was a novel (for me) approach to short-circuiting the <em>hex </em>spell.</p><p></p><p>What are some other fun and challenging tactics a DM might use to disrupt a player's go-to plans?</p></blockquote><p></p>
[QUOTE="iserith, post: 8882604, member: 97077"] Last night, I'm kicking butt and taking names with my fighter/warlock in the dungeon. We're taking the fight to a faction therein that has given us some trouble in the past. Now it ends! My shtick, of course, is to drop a [I]hex [/I]on someone, then either [I]eldritch blast[/I] them or hit them repeatedly with my polearm. Once the enemy drops, I bonus action the hex onto someone else, then repeat. Catching on to this, the DM has one of the hexed enemies, who is much faster than my encumbered character, run away. I can't catch up, and it's not smart to just go dashing into a yet unexplored section of the dungeon for who knows what lay down that way. But at the same time, I can't reassign the [I]hex [/I]until that guy dies or until I drop Concentration and cast it again! I've got just one other spell slot and I don't foresee a short rest coming up immediately after the current battle, so I'd rather keep my options open. Dang it! Normally I'm the one who likes to put the DM into a bind and force [I]them [/I]to make hard decisions. Now the shoe's on the other foot. Luckily, the guy returned (only with reinforcements) shortly after so I was able to take him out and keep my shtick going, but the DM really had me there for a little while, and I thought that was a novel (for me) approach to short-circuiting the [I]hex [/I]spell. What are some other fun and challenging tactics a DM might use to disrupt a player's go-to plans? [/QUOTE]
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Runaway Hex and Other DM Cruelties
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