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*Pathfinder & Starfinder
A magic pool - ideas wanted
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<blockquote data-quote="Jon_Dahl" data-source="post: 5635738" data-attributes="member: 89822"><p>I was thinking about the following scenario:</p><p>An evil low-level cleric has found a magic pool in an ancient dungeon. This magic pool induces a permanent mutation to anyone who drinks from it, but the liquid is also deadly poisonous. The mutation can only affect a living creature once.</p><p></p><p>Players manage to defeat the cleric and find his notes, where he curses the fact that he's not able to neutralize poisons. One the PCs however can (8th-level cleric).</p><p></p><p>So in your opinion what kind of effects the pool could/should have and how to handle it game-mechanically? Let me give you some examples:</p><p></p><p>- Acquired template.</p><p>But if the template has any decent level of strength or usefulness, it will also have LA. And this LA can be frustrating because it will slow down the PC while perhaps not having the desired advantage in character optimizing. Of course I could warn the player, but this brings us to the zone of horrible metagaming: Why would the PC give up a chance to have some special powers just because it's not worth +1 LA? The very idea makes me shrudder...</p><p>- Possibility to take a supernatural feat.</p><p>This sounds ok, but it takes a while until anyone can take a feat.</p><p>- Simply give a special ability without any cost or hindrance.</p><p>But this seems very contradictory to the spirit of D&D. Every power comes with a price, such as Level Adjustment. Also if one of the PCs die and they aren't able to access the magic pool again, the new character will be at disadvantage. And also the idea of going to pool every time there's a new PC sucks.</p><p></p><p>I don't know. I feel that I might end up breaking my beloved game quite easily with this one, so I'd appreciate some insight.</p><p></p><p>Info about the group, just in case:</p><p>7th-level Dwarf Monk LN, 8th-level Human Fighter NG, 6th-level Lizardman Barbarian NG, 8th-level Human Cleric CG, 8th-level Half-elf Ranger CG</p></blockquote><p></p>
[QUOTE="Jon_Dahl, post: 5635738, member: 89822"] I was thinking about the following scenario: An evil low-level cleric has found a magic pool in an ancient dungeon. This magic pool induces a permanent mutation to anyone who drinks from it, but the liquid is also deadly poisonous. The mutation can only affect a living creature once. Players manage to defeat the cleric and find his notes, where he curses the fact that he's not able to neutralize poisons. One the PCs however can (8th-level cleric). So in your opinion what kind of effects the pool could/should have and how to handle it game-mechanically? Let me give you some examples: - Acquired template. But if the template has any decent level of strength or usefulness, it will also have LA. And this LA can be frustrating because it will slow down the PC while perhaps not having the desired advantage in character optimizing. Of course I could warn the player, but this brings us to the zone of horrible metagaming: Why would the PC give up a chance to have some special powers just because it's not worth +1 LA? The very idea makes me shrudder... - Possibility to take a supernatural feat. This sounds ok, but it takes a while until anyone can take a feat. - Simply give a special ability without any cost or hindrance. But this seems very contradictory to the spirit of D&D. Every power comes with a price, such as Level Adjustment. Also if one of the PCs die and they aren't able to access the magic pool again, the new character will be at disadvantage. And also the idea of going to pool every time there's a new PC sucks. I don't know. I feel that I might end up breaking my beloved game quite easily with this one, so I'd appreciate some insight. Info about the group, just in case: 7th-level Dwarf Monk LN, 8th-level Human Fighter NG, 6th-level Lizardman Barbarian NG, 8th-level Human Cleric CG, 8th-level Half-elf Ranger CG [/QUOTE]
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A magic pool - ideas wanted
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