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breaking the healing rules with goodberries
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<blockquote data-quote="GMforPowergamers" data-source="post: 6686879" data-attributes="member: 67338"><p>my only problem with this is (and this is as both a player and a DM) it is hard to have true free will and true choice without full understanding... The DM builds the world and thinks that they gave enough hints, but the PCs don't see it, and all of a sudden it seems unfair to one side.</p><p></p><p></p><p>example: A group of PCs go to an island known for being ruled by a powerful necromancer and demonologist a few hundred years ago, and now is avoided do to stories of being haunted and cursed... they are level 4. The first set of encounters are with skeletons and wolves and bats in the small town on the docks. From the ruins they get a map of what the island used to look like. It has mines, and a giant keep, and two small settlements (one farming one fishing). A perfect sandbox. </p><p> The PCs head to the keep. it's a big home with a small wall and military fort. With some random encoutners the PC level up to level 5. They find a piece of a journel in the gate house with some odd things about the 'twins' and some bad jokes about oral sex that make no sense in context. they head into the house and clear out some ghosts and fight an imp trying to scare them away. </p><p> The PCs have some choices now, there are 4 floors and a basement. They decide to go down and then work there way up (hey it's as good as any pattern). In the basement they fight some whights including one that had a few levels added on in a spell caster class... it is a tough fight, and the PCs hold up in the storage room down there for the night. The PCs are now odd levels. 1 is 6th, 1 is 5th, and 2 are back to 4th. (level drain plus xp). SO they rest heal up, and head into the last two rooms of the basement. 1 is a wine cellar with a hoard of rats, and the second has a magic ward on it, like an arcane lock. The 5th level PC wizard dispel's it, and opens the doors. </p><p> Enter the twins. 2 maraliths, both are butt naked with odd tattoos on them, and are armed with a magic arsonel. between the 12 weapons they have the weakest is +4, and they have +3 rings of prot, and rings of nine lives... there is 0 chance for the PCs...</p><p></p><p>was that a fair fight? should there have been a warning? Well here is the thing, there were... back in game 1 we were told legends said the necromancer summoned devils and demons as concubines... and the journal said the only thing they where good for was oral sex, and if we went up stairs and found the library we would have found research on summoning generals of hell... </p><p></p><p>IN my mind I have gone over it six or seven times... I'm still not sure if that was fair or not....</p></blockquote><p></p>
[QUOTE="GMforPowergamers, post: 6686879, member: 67338"] my only problem with this is (and this is as both a player and a DM) it is hard to have true free will and true choice without full understanding... The DM builds the world and thinks that they gave enough hints, but the PCs don't see it, and all of a sudden it seems unfair to one side. example: A group of PCs go to an island known for being ruled by a powerful necromancer and demonologist a few hundred years ago, and now is avoided do to stories of being haunted and cursed... they are level 4. The first set of encounters are with skeletons and wolves and bats in the small town on the docks. From the ruins they get a map of what the island used to look like. It has mines, and a giant keep, and two small settlements (one farming one fishing). A perfect sandbox. The PCs head to the keep. it's a big home with a small wall and military fort. With some random encoutners the PC level up to level 5. They find a piece of a journel in the gate house with some odd things about the 'twins' and some bad jokes about oral sex that make no sense in context. they head into the house and clear out some ghosts and fight an imp trying to scare them away. The PCs have some choices now, there are 4 floors and a basement. They decide to go down and then work there way up (hey it's as good as any pattern). In the basement they fight some whights including one that had a few levels added on in a spell caster class... it is a tough fight, and the PCs hold up in the storage room down there for the night. The PCs are now odd levels. 1 is 6th, 1 is 5th, and 2 are back to 4th. (level drain plus xp). SO they rest heal up, and head into the last two rooms of the basement. 1 is a wine cellar with a hoard of rats, and the second has a magic ward on it, like an arcane lock. The 5th level PC wizard dispel's it, and opens the doors. Enter the twins. 2 maraliths, both are butt naked with odd tattoos on them, and are armed with a magic arsonel. between the 12 weapons they have the weakest is +4, and they have +3 rings of prot, and rings of nine lives... there is 0 chance for the PCs... was that a fair fight? should there have been a warning? Well here is the thing, there were... back in game 1 we were told legends said the necromancer summoned devils and demons as concubines... and the journal said the only thing they where good for was oral sex, and if we went up stairs and found the library we would have found research on summoning generals of hell... IN my mind I have gone over it six or seven times... I'm still not sure if that was fair or not.... [/QUOTE]
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