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<blockquote data-quote="green slime" data-source="post: 5331218" data-attributes="member: 1325"><p>I'm going to take issue with the last question in this paragraph. </p><p></p><p>Firstly, he stated earlier in the thread where they found someone willing to apply the template. If it made sense in their game, why question that fact? Sure, it seems a bit cheap, but they had also via RP managed to get into the "good" books of a powerful necromancer. </p><p></p><p>I'd actually personally question the motives of the NPC necromancer doing the task, myself: if it was me running the game, I'd have the necromancer possibly include several other things on the sly: 1) provide constant knowledge of the whereabouts of the character 2) enable reliable scrying on the character, 3) ability to <em>dominate</em> the character 4) prevent the character from being able to cause harm to anyone bearing the necromacer's arcane mark. 5) ability to cast <em>geas</em> upon the character 1/year.</p><p></p><p>Powerful NPCs always have hidden agendas. Giving away items that have hidden powerful abilities is a relatively easy way to achieve this. </p><p></p><p></p><p></p><p>Why does it matter where the character went to order the armour? Seriously? It happened in their game, and it sounds cool. I have handed out similar pieces of equipment in games I run at high level. Questioning it after the fact isn't very constructive. Instead, I'd look at limiting the amount of HD the armour can command, the effective range, making them level dependant or somesuch (perhaps he has, we don't know). Suggesting that the DM is using "questionable material" is rather insulting, and not really related to the task at hand: challenging the characters. Any group of player characters can be challenged, regardless of the equipment they are lugging around with them. </p><p></p><p>Suggesting a conflict with the intelligent armour is a good idea: such is more likely to happen 1) when the armour has a goal that conflicts with the character 2) when the character is in a weakened state</p><p></p><p>Which raíses questions about the goals of the creator of said armour. The armour is obviously going to try and seek out the most powerful necomancer in the game, because then it will be able to control more undead. (see the comments above, regarding the "spellstitching".</p><p></p><p></p><p></p><p>Agreed.</p></blockquote><p></p>
[QUOTE="green slime, post: 5331218, member: 1325"] I'm going to take issue with the last question in this paragraph. Firstly, he stated earlier in the thread where they found someone willing to apply the template. If it made sense in their game, why question that fact? Sure, it seems a bit cheap, but they had also via RP managed to get into the "good" books of a powerful necromancer. I'd actually personally question the motives of the NPC necromancer doing the task, myself: if it was me running the game, I'd have the necromancer possibly include several other things on the sly: 1) provide constant knowledge of the whereabouts of the character 2) enable reliable scrying on the character, 3) ability to [i]dominate[/i] the character 4) prevent the character from being able to cause harm to anyone bearing the necromacer's arcane mark. 5) ability to cast [i]geas[/i] upon the character 1/year. Powerful NPCs always have hidden agendas. Giving away items that have hidden powerful abilities is a relatively easy way to achieve this. Why does it matter where the character went to order the armour? Seriously? It happened in their game, and it sounds cool. I have handed out similar pieces of equipment in games I run at high level. Questioning it after the fact isn't very constructive. Instead, I'd look at limiting the amount of HD the armour can command, the effective range, making them level dependant or somesuch (perhaps he has, we don't know). Suggesting that the DM is using "questionable material" is rather insulting, and not really related to the task at hand: challenging the characters. Any group of player characters can be challenged, regardless of the equipment they are lugging around with them. Suggesting a conflict with the intelligent armour is a good idea: such is more likely to happen 1) when the armour has a goal that conflicts with the character 2) when the character is in a weakened state Which raíses questions about the goals of the creator of said armour. The armour is obviously going to try and seek out the most powerful necomancer in the game, because then it will be able to control more undead. (see the comments above, regarding the "spellstitching". Agreed. [/QUOTE]
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