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Attacking a held light source
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<blockquote data-quote="fissionessence" data-source="post: 4673858" data-attributes="member: 63357"><p>Whenever you create your own rules to allow a monster to do something interesting, but something PCs shouldn't be able to regularly do, make sure to formulate a mechanic that works well in this particular situation, or for this particular monster, but not all the time. Or, it should just be slightly worse than a standard PC power, but useful in very specific situations.</p><p></p><p>The mechanics Tuft suggested would work fine and are very simple, but the encounter after you do it, the fighter will want to disarm the elite human enemy, then pound away on him, then the wizard will want to disarm with <em>mage hand</em>. Afterall, what's the difference between a PC holding a sunrod and a monster holding a sword? As what's the difference if you use your hand to grab it, or a magic telekinetic hand?</p><p></p><p>One option is just to tell the players, "Sorry, this isn't an option for you," but that kind of sucks for them. In this case, I'd recommend giving the dark creeper a special power that allows him to quench light. </p><p></p><p>Use the Dex vs Reflex mechanic Tuft suggested, and keep it as a standard action melee power, but describe it as the dark creeper using a darkness power to 'turn off' the sunrod, or the torch, or the <em>light</em>-enchanted staff, or whatever, of whatever he is targeting. That way, the mechanics stay simple, the light manipulation stays in your hands, and the players won't even think twice about whether or not they can try the same stunt.</p><p></p><p>That said, you didn't say why you wanted to steal the PCs' light, but make sure this isn't something you do all the time, and I'd recommend not trying to frustrate the players too much in their blindness.</p><p></p><p>~ fissionessence</p></blockquote><p></p>
[QUOTE="fissionessence, post: 4673858, member: 63357"] Whenever you create your own rules to allow a monster to do something interesting, but something PCs shouldn't be able to regularly do, make sure to formulate a mechanic that works well in this particular situation, or for this particular monster, but not all the time. Or, it should just be slightly worse than a standard PC power, but useful in very specific situations. The mechanics Tuft suggested would work fine and are very simple, but the encounter after you do it, the fighter will want to disarm the elite human enemy, then pound away on him, then the wizard will want to disarm with [i]mage hand[/i]. Afterall, what's the difference between a PC holding a sunrod and a monster holding a sword? As what's the difference if you use your hand to grab it, or a magic telekinetic hand? One option is just to tell the players, "Sorry, this isn't an option for you," but that kind of sucks for them. In this case, I'd recommend giving the dark creeper a special power that allows him to quench light. Use the Dex vs Reflex mechanic Tuft suggested, and keep it as a standard action melee power, but describe it as the dark creeper using a darkness power to 'turn off' the sunrod, or the torch, or the [i]light[/i]-enchanted staff, or whatever, of whatever he is targeting. That way, the mechanics stay simple, the light manipulation stays in your hands, and the players won't even think twice about whether or not they can try the same stunt. That said, you didn't say why you wanted to steal the PCs' light, but make sure this isn't something you do all the time, and I'd recommend not trying to frustrate the players too much in their blindness. ~ fissionessence [/QUOTE]
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