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<blockquote data-quote="trix" data-source="post: 325363" data-attributes="member: 5337"><p><strong>Re: Re: Deathbane Curse</strong></p><p></p><p></p><p></p><p></p><p></p><p>(Imagines. . . Some poor sod that just killed someone in the street... thinking... "Damn that curse... sure is a bit unbalanced for Bestow Curse. I think i need god to change the rules of the universe to disallow the curse").</p><p></p><p></p><p>Okay, so maybe it aint a low level Bestow Curse, maybe, a bestow curse cast by a dying wizard/cleric is enough of a binding spell component to allow the spell to be cast ?</p><p></p><p>Are their rules for creating artifacts? No. Are their rules for major curses? No.</p><p></p><p>===</p><p></p><p>Personally I think the simple curses like -6 to stat X, -10% to this, -5 to a save, are a bit simple if they dont force the player to re-evaluate their frame of reference, or their context in which they place their character, hence the effective combat trigger.</p><p></p><p>A simple -X to an attr can be taken in stride and the whole roleplaying aspect ignored.</p><p></p><p>Someone inflicted by a Deathbane curse is going to re-evaluate what they do. If a party member were cursed, the player / and party will hopefully reevaluate what they're going to doing.</p><p></p><p>===</p><p></p><p>Some curses are too intricate. In real life it might look funny, but making a check every minute to brush ones teeth or to ensure that the player doesnt catch alight at a fire, well... silly curse.</p><p></p><p>(But i'm not saying that those curses shouldnt exist. Just, that its difficult to bring the curse to relivance within the roleplaying framework.</p><p></p><p>It might be easy to bring a curse into a technical crunchy framework (you loose -6 DEX), but without that trigger and dire effect, that crunchy mechanic will never reach the roleplaying frame of thought.</p><p>)</p><p></p><p>-Tim</p></blockquote><p></p>
[QUOTE="trix, post: 325363, member: 5337"] [b]Re: Re: Deathbane Curse[/b] (Imagines. . . Some poor sod that just killed someone in the street... thinking... "Damn that curse... sure is a bit unbalanced for Bestow Curse. I think i need god to change the rules of the universe to disallow the curse"). Okay, so maybe it aint a low level Bestow Curse, maybe, a bestow curse cast by a dying wizard/cleric is enough of a binding spell component to allow the spell to be cast ? Are their rules for creating artifacts? No. Are their rules for major curses? No. === Personally I think the simple curses like -6 to stat X, -10% to this, -5 to a save, are a bit simple if they dont force the player to re-evaluate their frame of reference, or their context in which they place their character, hence the effective combat trigger. A simple -X to an attr can be taken in stride and the whole roleplaying aspect ignored. Someone inflicted by a Deathbane curse is going to re-evaluate what they do. If a party member were cursed, the player / and party will hopefully reevaluate what they're going to doing. === Some curses are too intricate. In real life it might look funny, but making a check every minute to brush ones teeth or to ensure that the player doesnt catch alight at a fire, well... silly curse. (But i'm not saying that those curses shouldnt exist. Just, that its difficult to bring the curse to relivance within the roleplaying framework. It might be easy to bring a curse into a technical crunchy framework (you loose -6 DEX), but without that trigger and dire effect, that crunchy mechanic will never reach the roleplaying frame of thought. ) -Tim [/QUOTE]
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