Fighters vs. Spellcasters (a case for fighters.)

I think what's being forgotten here is that Story Now is focused on the primacy of the moment. It's interested in the immediate action being resolved. Speaking honestly, as someone who has strong Story Now tendencies I don't care if my current actions have long term consequences. I hope so - it's fodder for interesting conflicts and escalating tension. I want to see immediate dramatic results from my actions and I want interesting relevant choices Now. I also never want my character's life to become easy to deal with.

If you are someone who likes to build to a crescendo, and consider all the time leading up to meaningful encounters necessary to enjoy them than obviously you take a longer view. The truth is we are part of the role playing hobby. We've played many of the same games. We've sat at some of the same tables. Story gaming grew out of the role playing hobby. It is a subset of the hobby, not a separate activity. We value the same things you do: setting consistency, characterization,immersion, etc. We just value things like meaningful consequences for every action, shared player responsibility and authority, genre fidelity, and exercsing strong thematic choice more.

It's not like most of us on EN World are exactly purists either. We play GMC New World of Darkness, D&D 4e, 13th Age, Edge of the Empire, etc. These are hardly purist Story Now games. Rather they sit somewhere between traditional play and Story Now.
 

log in or register to remove this ad

On the subject of demon summoning, my issue is that it's presented as a reliable player resource if they take the proper precautions. Summoning a demon should be a measure of desperation, with much more at stake than wasted spell slots. It's much like setting a high, but reachable DC to pick a lock when there are minimal consequences for failure. I am not of the open that D&D PCs do not suffer enough from the consequences of their actions. It's just the seem to suffer from all the least interesting ones.

Of course I'm also not a fan of wish. It's a spell that pretty much defines using strong GM force to rein in out of check PC powers. Any game element that is associated with player written contracts is a visceral example of the overly cautious, afraid to make waves sort of play which is the antithesis of Story Now play.
 
Last edited:

I certainly do not take Planar Binding to be “character casting a wish”. I was responding to Hussar who asked a point blank question. Can a caster gain a wish through the use of planar binding? It is in no way an assertion that it's a guaranteed success. As far as rules go it is possible. In actual campaigns I have my doubts that it would work in any save the most forgiving and possibly Monty Haul campaign. I don't particularly like those campaigns but they do exist.

Really? Glabrezu specifically mention that they want to grant evil wishes to corrupt mortals. What's wrong with an evil PC doing this? What is particularly "Monte Haul" about this?

But, at least you admit that it's possible to do. Not possible in your campaign (and others in this thread I think, given the amount of roadblocks that get tossed in the way) but possible under the rules. Which is what I was talking about. Note, I never, not once, said how I would rule this or adjudicate this in my own game.

Because you don't play in my game and I don't play in yours. You wouldn't allow it, fine and dandy. But, I don't play Wiseblood D&D, I play Hussar D&D. Which means that when we're discussing game mechanics, it would be very helpful to actually stick to the mechanics and not idiosyncratic interpretations of them.

Lanefan said:
He can't. But just as the wizard has to pay the demon for the wish, my fighter can pay for a potion; either at ye olde local magic shoppe if the campaign allows such, or by commissioning a potion-maker to brew him one.

Read more: http://www.enworld.org/forum/showth...-(a-case-for-fighters-)/page168#ixzz2jAas8YPI

But, there's the difference. The DM has to allow the PC to either commission the potion or go to the magic shoppe. It's out of the players hands. If the PC is in a location where neither are available, then he cannot do it.

The potion is equivalent to the demon+wish. I have no idea why the demon and the wish are being broken apart. One is tied to the other completely. If I summon the demon (which my character can do entirely on his own), and choose a sufficiently vile wish, then I get my wish. Other than determining what is "sufficiently vile" the DM isn't really involved at all. N'raac claims its no different than seeking out a wizard to cast wish. But, again, that's entirely DM dependent. Is there a 17th level wizard floating around? Where is he? Can I get there? How do I find out? Who do I ask?

None of that applies to Planar Binding. Paying for the wish is no different than any spell component cost (although probably a lot steeper :D). I need 5000 gp worth of diamond to cast Raise Dead. Does that mean that being able to cast Raise Dead is dependent on diamond miners? Technically, I suppose, yes, but, honestly, how often is that ever actually played out at the table? You cast the spell, you mark off your spell component cost and move on.

Which is pretty much exactly how Planar Binding works.
 

Then success on the check to bluff the Drake is not, in fact, "success - full stop". Might we accept that the question has been answered, then, and "success is succes - full stop" is not a tenet of Indie play?

I was under the impression that the bluff on the drake was used to effect the chamberlain. In indie-play it is the intention of the action that matters, not the results of the action. Success in that roll was that the chamberlain was further convinced, rather than that the drake was bluffed.

Another similar type of action would be if Character A was trying to sneak over the wall while Character B was distracting the guard by dancing the jig. Character B rolls Perform: Dance against a set DC (perhaps based on level as in 4e). Success for Character B is that Character A makes it over the wall unnoticed, not whether the guard enjoyed the dance or not.

You seem to be focused on both the Drake and the Guard, rather than where the spotlight is, on the Chamberlain and Character A. You want the Drake and the Guard to both have the spotlight since both the Rogue's and Character B's actions were rolled against them. That's not the case in indie-play. Both the Drake and the Guard are means to an end, not the end itself. Whether the Drake or the Guard will ever be in the spotlight will depend on whether or not the PCs want to draw them into it. Otherwise, they're quite meaningless beyond the scene. Disposable props for the bigger story of the PCs.

I can certainly see your desire to have every character, creature, entity in the world have meaning beyond just a prop in an encounter, but that just seems like doing unnecessary work. Why make the effort if it isn't needed. I'm with you though on the desire to do it. I do it myself. I'm just not finding any real payoff at this stage in my gaming life. I want less work with greater payoff. I'm tired of 80/20 and want a little more 20/80. If I can get three sessions worth of backstory downloaded in one 40 minute scene, you bet I'm going to investigate the style and see how I can integrate elements into my play. I'm busier now than ever in my life and anything that can keep the action flowing without a sacrifice of the other elements of gaming that I enjoy is my goal.

The question is, does it get at the other elements of gaming that you enjoy? If you're not sure, then this is a perfect opportunity to explicitly ask those questions. Is there a loss to moral and personal conflict in the that mode of play? Are there issues with world consistency. Are there ways to put more focus on those aspects without a loss of other aspects of the style? Does the style balance character concepts and mechanics in a way that doesn't require DM arbitration? Does the style require me to relinquish control, when it's something that I enjoy as part of the process of gaming? (Power is not a bad thing. It's a great motivator for people who have it as a goal in both professional and personal lives. I myself enjoy the power associated with being a DM. But indie-style plays requires a relinquishing of that as a motivator to DM.)
 

[MENTION=27570]sheadunne[/MENTION] Great post. I wish I could xp.

This argument has taken on a particular clarity to me since the Sunday night crew I run with has started talking about our next campaign when Scion wraps up in a year or so. We've talked about Vampire, but our group is split on Masquerade and the upcoming Requiem revision. Issues like setting resolution, GM force, meta plot, and ability to engage in prep-oriented game play are popping up. We're all good friends, but half of us are illusionist oriented, process simulation oriented whereas the other half is more focused on playing in the moment, and direct consequences. It is a continuum though. We have few purists, and most of us lean slightly one way or the other. Me and a fellow group member I'm pretty much best friends with are probably the most extreme on each end. So far Dark Heresy, L5R, Scion, and Exalted have been good comprimises, but I'm not sure VtM can be drifted enough to suit our Story Now gamers.
 

I am still waiting for you to say either:

  • “Yes, a success is a success – full stop – is a tenet of all indie play – the PC/player intent is achieve and this achievement is advantageous if they are successful”, or


  • “No, a success is a success – full stop – is not a tenet of all indie play – a successful roll can still result in complications later”
So "success means success with no future downside" means "future complications can arise from your success".
I am not following. Where did "success means success with no future downside" come from? How do you see that as relating to "player intent is achieved and this achievement is advantageouos"?

Personally I like how TwoSix put it a bit upthread:

A success is a success - full stop. The player's intent is realized. The current scene plays out with the player's success becoming part of the narrative. That does not stop the road to hell from being paved with the player's good intentions.

Ultimately, how far the player's intent can be realized by any one success is a matter of negotiation between the players at the table, and subject to genre convention.
Here is another stab at the same sort of issue, once again from Eero Tuovinen:

The GM . . . needs to be able to reference the backstory, determine complications to introduce into the game, and figure out consequences. Much of the rules systems in these games address these challenges, and in addition the GM might have methodical tools outside the rules, such as pre-prepared relationship maps (helps with backstory), bangs (helps with provoking thematic choice) and pure experience (helps with determining consequences). . .

The fun in these games from the player’s viewpoint comes from the fact that he can create an amazing story with nothing but choices made in playing his character; this is the holy grail of rpg design, this is exactly the thing that was promised to me in 1992 in the MERP rulebook.​

The key GM skills in this sort of game are determing consequences and complications that will honour what has been resolved while also pushing against the players (via their PCs) so that the game is driven forward.

Consider again [MENTION=6696971]Manbearcat[/MENTION]'s rogue/drake example. The goal of the skill challenge is to persuade the king to lend aid. Given that the Bluff check succeeds, it must at a minimum contribute to this goal if success is to be honoured. And indeed we see that it does - it counts as a success in the overall skill challenge. The immediate goal of the Bluff within the context of the challenge, furthermore, was to contribute to success by persuading the chamberlain that the rogue had a certain capability. Honouring the success means respecting this outcome within the fiction. And because this is part of what contributes to success in the skill challenge - the king is persuaded to help the PCs in part because the chamberlain is persuaded of their heroic capabilities - then the fact that the skill challenge succeeded should "lock this in" as part of the established fiction.

Yet another goal of the Bluff was to persuade the drake of something. Honouring success requires having the drake respond to this within the context of the scene, which happened - the drake fled. (That is not the only way to honour the successful Bluff - perhaps the drake could have cringed and opened negotiations - but with only a few checks left to resolve the low-complexity challenge getting the drake out of the scene seems a good way to shift focus back onto the king and the chamberlain.) But the goal of the challenge did not include defeating the dragon, and so having the dragon (and its drake servant) not be permanently cowed would not dishonour the players' success.

There are, of course, better or worse ways to proceed from here. For instance, having the drake return to the city off-screen, having learned it was the victim of a curse, and having it then persuade the chamberlain that the rogue was just bluffing, would probably be poor GMing. Because it invalidates the player's success against the chamberlain by GM narrative fiat.

But having the drake return to the city and try to persuade the chamberlain that the rogue was bluffing, in circumstances where the player of the rogue now has to decide how his PC (presumably with the help of the other PCs, and perhaps also the aid that the king provided, depending on what it was) is going to maintain the bluff, could well be good GMing. It does not invalidate any prior successes - the chamberlain still believes the rogue to have potent magic at his command, and the PCs still have the benefit of whatever aid the king provided - but it puts pressure on the players to take new actions to maintain and further extend their influence over the chamberlain.

A game which unfolded in this way would also provide a good example of what I mean by "no prescripting". There was no predetermination that the drake would come to the city and try to persuade the chamberlain that the rogue was a charlatan. This has emerged as a focus of play out of the previous events of play. If the player of the rogue had never declared a bluff, then the game would not have gone down this path. Or, if the Bluff check had failed and hence the chamberlain had not been persuaded of the rogue's ability, then the game would never have gone down this path either, as there would have been no successful charlatanry to maintain.

with combat joined, why would the rogue ever fail to use that Sneak Attack? And why not convert challenges from non-combat to combat so that sneak attack may be used
The answer to the first is - they would generally try to use it at every opportunity. For that very reason, 4e strikers do not generally go to "page 42" in combat as often as (say) controllers, who are in a better position to up their (typicaly lesser) damage by exploiting their greater range of control effects.

This is a distinctive feature of the game, and perhaps a flaw. But if I wanted a game in which players of rogues had an incentive to do something other than sneak attack in combat, I wouldn't design it around nerfing sneak attack. I would design it around giving them the opportunity to achieve spike damage by other means. (Much as the incentive structure for controllers is designed.) As [MENTION=22779]Hussar[/MENTION] has pointed out, nerfing a rogue's sneak attack simply renders the player unable to have a meaningful mechanical impact on the scene. I don't see the point of this.

(It's interesting in this context to look at the design of Burning Wheel, in which it is expected that players will routinely find themselves in situations where they cannot realistically achieve mechanical success. It has three features to ensure that this is not de-protagonising: first, "fail forward", meaning that the players' action declaration still shapes the fiction even if his/her intent is not realised; second, its advancement rules, which mean that failed checks nevertheless make an important contribution to PC advancement; and third, it's fate point rules, which allow a player to accrue fate points from action declarations that are, in mechanical terms, hopeless. 3E, by way of contrast, has no features like this to break the nexus between mechancial ineffectiveness and player deprotagonisation.)

Many gaming groups prefer to avoid inter-party conflict and/or moral dilemmas, and that's fine. However, if we are truly exploring the belief systems of the characters in some depth, I would expect either limited differences between the characters' moral outlooks or inter-party conflict.
A fairly ingrained conceit of D&D play is party play. It is also a conceit of many other RPGs, and of other fictional media too (eg team superhero comics). Handling intra-party conflict within such constraints is an interesting matter.

Consider the X-Men. They are shocked by Wolverine's propensity to kill. But they still work alongside him. The tensions are not ignored, but they are sublimated in various ways short of team breakdown. (A classic example I have in mind is from an issue I would place somewhere in the 130s, when Wolverine has infiltrated the Hellfire Club solo. Kitty Pryde subsequently suggests that they interrogate one of the guards that Wolverine defeated; but Colossus says something to the effect of the guards no longer being in a condition to be interrogated. Kitty is at first confused, and then horrified.)

In my game generally the same approach is taken. (Not always, particularly in earlier days when players were more happy to introduce new characters. But generally.) All the PCs in my game are well-entrenched in the backstory and the unfolding events. The game has evolved around them. How would the play experience be better if one (or more) was removed due to irreconcilable differences? So, instead, various techniques of sublimation and accommodation are adopted.

Indeed, when you state that "if we are truly exploring the belief systems of the characters in some depth, I would expect either limited differences between the characters' moral outlooks or inter-party conflict" I wonder if you are basing that on much actual play experience. Because of the centrality of party play to most D&D play, the only way to actually explore the belief systems of conflicting PCs is to have them sublimate those conflicts in order to keep the party together. Given that this is a recurring them in my own RPGing, I find that managing these tensions (via scene-framing, NPC dialogue, out-of-character jibing and cajoling, etc) so that the conflicts remain alive and pressing and matter in play, yet the party is also able to remain relatively cohesive, is an important GMing skill.

(Ron Edwards is a vehement critic of party play on these very sorts of grounds - that it requires sublimation of conflict in the way I describe. He also designs RPGs which, unlike any edition of D&D I'm familiar with, have the mechanical resources to support non-party play. The fact that my game follows D&D convention on this matter is yet another reason that I characterise it as "light narrativism", to contrast with the more serious and avant-gard style of play that the key Forge personalities seem to favour.)

The 5 PCs in my game fall roughly into 3 camps:

  • The invoker-wizard (at last count) serves Erathis, Ioun, Bane, Levistus (an archdevil opposed to Asmodeus), the Raven Queen, Vecna and Pelor. (The relationship to these last two is a bit ambiguous, but the player never objected when I ruled that he couldn't pick up the Sword of Kas without being burned by its enmity!) He wields the Sceptre of Law (= the Rod of Seven Parts). When it is fully restored (he currently has 5 of the 7 parts) it will herald the coming of the Dusk War. The Sceptre's goal is for the heavens to win that war and thereby establish perfect order both in heaven and on earth. This character seems, at least in general terms, to share that goal. He certainly opposes chaos and all threats to civilisation, and has been known to ruthlessly kill prisoners whom he deems unworthy of redemption.

  • The tiefling paladin of the Raven Queen is devoted to his mistress for reasons that are somewhat obscure, but seem connected at least in part to a self-loathing deriving from his attitude to tiefling history and its consequences; plus a morbid sense of the inevitability of death. He frequently chides the wizard for backsliding (because at the start of the campaign that PC was a devotee solely of the Raven Queen). He is resolute and honourable but can be oddly amoral. He is the closest to being the party "outsider".

  • The drow Demonskin Adept wields the power of chaos (both the Elemental Chaos, and the power of the Abyss channelled through his demonskins and tattoos). He reveres Corellon and also Chan, the elemental queen of good air elementals. His goals are (i) to free the drow from the scourge of Lolth, and thereby undo the sundering of the elves; and (ii) to ensure that the god's plans for perfect order - and therefore stasis - on heaven and earth are not realised. In arguments with the above two PCs he presents this as a "middle way" in which there is room for the cycle of life and death, and for civilisation to evolve and flourish without stagnating. He is not that keen on the apparent finality of any pending "Dusk War". And when the PCs take prisoners who are essentially "prisoners of war" (eg hobgoblin troops) rather than criminals, he is the one most likely to initiate the process of extracting from then an oath not to take up arms again, in exchange for releasing them on parole.

  • The other two PCs are less strongly committed on the cosmological front, and tend to straddle the camps. The dwarven fighter/cleric (of Moradin, naturally!) is an Eternal Defender who is committed to keeping the mortal world safe for ordinary people. He is most sympathetic to the drow - who likewise seems concerned with ordinary things rather than abstract cosmological matters - and least sympathetic to the Raven Queen cultists, particularly the paladin. He is critical, however, of the drow's tendency to unleash chaotic forces first, and clean up the mess only later. The elven ranger-cleric serves the Raven Queen as a hunter of undead and demons. This aligns him with the invoker-wizard (opposition to those chaotic elements), the drow (opposition to Lolth), the paladin obviously, and the dwarf (they both keep the mortal realm safe from such threats). In this way he is a "rift closing" rather than "rift opening" member of the party.
As the game progresses through epic tier, these divisions are becoming increasingly pressing, as the stakes rise and the Dusk War seems to be drawing near. How they are resolved (or not) is likely to be key to the way the campaign as a whole resolves. Bringing this to a satisfying conclusion, via judicious use of the various techniques I mentioned above, will be something of a test of my abilities as a GM. (My last campaign ended in a satisfying way, but the PCs - while not all identical in their commitments - did not differ as much in cosmological alignment and general outlook as they do in my current game.)

So the Paladin says "gosh, I don't think we'd really bring the prisoner back as a horrible unead creature" but then continues working with the fellow who not only made the threat but clearly has gone out of his way to gain the skills and expertise to do so.

<snip>

Seems like the Paladin had a choice between honour and mechanical effectiveness. He chose to make a mild protest, then stand back and let the necromancer continue. What a full blown gonzo whopper of a moral dilemma that was!
Once again you seem to have misunderstood.

The brief conflict between the paladin of the Raven Queen and the wizard (which the paladin won, as is implied if not actually stated in my play report) was not the conflict between honour and expedience that I was referring to. I was referring to the choice that had to be made by the fighter/cleric.

the Frustrated Dwarf ensures he is conveniently outside the room when threats contrary to his own moral code might be made, then expresses his displeasure with the actions of his colleagues, but carries on working with them all the while. Yes, they have certainly faced the challenges to their beliefs in a thematic and dramatic moment which will resonate throughout role playing history!

<snip>

I find the "moral dilemma" expressed in your Paladin/Cleric thread didn't carry much depth. Does that help? If following his principals is always easy, then the Paladin's principals really don't mean much.
It helps to this extent, that you have finally had the candour to say what you have been implying for several posts, namely that you find my game shallow.

It did not play that way at the table, I have to say: being forced to choose between honour - "Do I keep my word which has been carelessly given by my allies?" - and justice - "Will this person, who deserves to die for her crimes, receive her penalty?" - and choosing honour over an expedient path to justice, took effort and caused emotional tension at the table: all the moreso because the other PCs also wanted the prisoner to face death for her crimes.

And generalising beyond that post and the reponses of those who posted in reply to it, I have a general impression (both from real world experience of other players and games, and from message boards, and particularly the responses of many posters whom I respect to my various actual play posts) that for depth of backstory, development of PCs and engaging situations my games are not too bad. Because you do not post actual play threads I am not in a position to judge your game, but between this thread and the earlier Hussar-centipede-desert thread I have been left with the impression that the highlight of your 20+ years of RPGing, as far as depth of character is concerned, is the warrior who charged the umber hulk while looking it straight in the eye. Each to his own, I guess.
 

[MENTION=27570]sheadunne[/MENTION] Great post. I wish I could xp.
Likewise. (And your posts also.)

On the subject of demon summoning, my issue is that it's presented as a reliable player resource if they take the proper precautions. Summoning a demon should be a measure of desperation, with much more at stake than wasted spell slots.
Agreed.

This is something of an issue in my 4e game - one of the PCs is a Demonskin Adept and Primordial Adept, but there are no strong tools available to me as a GM to exert pressure on him as a result of that choice other than the ubiquitous techniques of scene framing, choice of opponent in combat resolution, etc. It is normally only when the player resorts (typically out of desperation, sometimes out of ambition) to page 42 that I am able to introduce consequences of these choices, and set appropriate stakes.

I think what's being forgotten here is that Story Now is focused on the primacy of the moment. It's interested in the immediate action being resolved. Speaking honestly, as someone who has strong Story Now tendencies I don't care if my current actions have long term consequences.

<snip>

I want to see immediate dramatic results from my actions and I want interesting relevant choices Now. I also never want my character's life to become easy to deal with.
This all makes sense to me.

This also relates to the techniques of "sublimation" of intra-party conflict that I mentioned in my post above this one. What is more important than the "realistic" question of why these diametrically opposed guys keep hanging out together, is the way in which the disagreements between them actually manifested at the table in some engaging moment of action resolution.

It's not like most of us on EN World are exactly purists either. We play GMC New World of Darkness, D&D 4e, 13th Age, Edge of the Empire, etc. These are hardly purist Story Now games. Rather they sit somewhere between traditional play and Story Now.
Agreed. In particular, crunchy mechanics are pretty important to several of my players independently of their role in driving the thematic action. Hence part of the attraction of 4e - it's "indie" gaming for lapsed Rolemaster players!
 

But, there's the difference. The DM has to allow the PC to either commission the potion or go to the magic shoppe. It's out of the players hands. If the PC is in a location where neither are available, then he cannot do it.

<snip>

N'raac claims its no different than seeking out a wizard to cast wish. But, again, that's entirely DM dependent. Is there a 17th level wizard floating around? Where is he? Can I get there? How do I find out? Who do I ask?

None of that applies to Planar Binding.
I think these are good points. And they are highly indicative of playstyle differences.

For those who tend to view the whole game through the prism of GM force, then it may be that there is no important distinction between a player's ability to trigger an interaction (via Planar Binding) and the GM's authority over whether or not such an interaction will take place (via succesfully tracking down an archmage).

But for those who regard player authority over particular elements of the fiction as an important matter, then the contrast here becomes stark.

(Interestingly, in Burning Wheel all players have a Circles score that they can use to try and meet desired NPCs, inlcuding archmages - so it is not just in the GM's hands - and summoning is, in mechanical terms, treated as a particular implementation of the Circles rules. So the player of the summoner does not have a fundamentally new or distinct capability, but rather his/her character has a more interesting range of potential contacts than the typical PC!)
 

So "success means success with no future downside" means "future complications can arise from your success". I take it that black is white and vice versa in Indie games as well.

I'm not sure where this idea comes from. I'm probably most familiar with Heroquest/HQ2 among "indie" RPGs, and I can tell you with absolute certainty that success can be achieved without and downside and success can be achieved with very serious consequences - one of my own characters collapsed and died after winning a fight, just as one example. Depending on whether you're running a simple or extended contest, one roll either will or will not (may not - there's a route that ends extended contests in one pair of rolls) resolve the situation, but consequences can occur in either case. For that matter, in some situations you can "give away" Abilities to gain a benefit, and those can be permanently gone even after a full success, no impairment result.
 

@sheadunne Great post. I wish I could xp.

Likewise. (And your posts also.)

Yup. @sheadunne

nailed it, with brevity. Brilliance (Feynman, Lincoln) is being able to capture deep nuance while cutting to the heart of an issue with only a few words. I'm constantly reminded (and annoyed at) my lack of brilliance!

Both of your posts are directly above this are excellent as well but I can't xp. I'm probably going to be MIA until tomorrow evening. Tomorrow evening I'll gather your 4 characters into a play-post and begin our play by post.

Unrelated, I'm hoping that, in that time, my request for the establishment of premise just upthread is considered and the speculated premise that I outlined is either confirmed or denied. I really abhor lack of focus and the method with which these issues are being penetrated is extremely unfocused.


This is something of an issue in my 4e game - one of the PCs is a Demonskin Adept and Primordial Adept, but there are no strong tools available to me as a GM to exert pressure on him as a result of that choice other than the ubiquitous techniques of scene framing, choice of opponent in combat resolution, etc. It is normally only when the player resorts (typically out of desperation, sometimes out of ambition) to page 42 that I am able to introduce consequences of these choices, and set appropriate stakes.

I think there may be a way to handle this (if you're interested) within the scope of 4e's ruleset.

1 - Come up with a 3 stage condition/disease track for the player with the theme on one end and the PP on the other. On either end there is a small thematic boon for invocation of the PP/theme and respective curse for the other (eg Glimpse of the Abyss no longer blinds you until the end of your next turn while you take a - 1 to hit with Vezzuvu's Eruption). In the middle, there is no boon or curse.

2 - Between extended rests, have the player keep tally of each of his invocations of the theme and the PP.

3 - At the end of the day, if these are not in balance (even), the player is assailed by the greater primordial and demonic powers when he is most vulnerable, during rest. After the player takes an extended rest, he endures an of-level attack against Fort if its primordial or Will if its demonic.

4 - Depending on how the attack works out and where he currently is, he will either re-establish balance or be swayed either way (suffering the boon and the curse).

Possibly too much mental overhead for your like, but just something you may want to consider.
 

Remove ads

Top