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General Tabletop Discussion
*Dungeons & Dragons
Character "Swapping" during combat: PEACH.
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<blockquote data-quote="Richards" data-source="post: 5625157" data-attributes="member: 508"><p>My current campaign has a concept similar to this. Each of my four players has two PCs, and all 8 of them are part of an Adventurers Guild. Four PCs go out on each adventure, while the other 4 stay back as a ready reserve. At any point in the adventure, a primary PC can activate his Guild ring, which teleports him back to Guild HQ. His partner can then touch rings with the newly-arrived PC, and his ring "locks in" to where he just teleported from, allowing the reserve PC to teleport in, joining the rest of the adventuring PCs.</p><p></p><p>I developed this system because two of my four players had never played before, and were very hesitant about putting their PCs into any danger. This way, if things get too dangerous for a PC (low hp with no available healing, heavy ability damage/drain, etc.), the player can replace that PC with his </p><p>other one.</p><p></p><p>I did set a limit on the rings, allowing each ring to be able to teleport once per day only, and I also made it so they only work when both rings are on the same plane of existence, so there's still an element of danger - just with a little bit of "danger padding." And now that the PCs are in the 11th-16th level range, they hardly ever even use their Guild rings anymore. (But they're there if they need them.)</p><p></p><p>By the way, if anybody wants to do something similar, I've also implemented another rule for spellcasters: each non-spontaneous casting spellcasting PC must have a "default" list of spells prepared when in "ready reserve" status. This prevents metagaming abuse wherein one PC can find out what big monster the group is facing, and then trades places with a spellcasting character, who retroactively had all of the appropriate spells prepared. (Example, loading up on cold attack spells and fire resistance after finding out that the group is fighting a red dragon.)</p><p></p><p>Johnathan</p></blockquote><p></p>
[QUOTE="Richards, post: 5625157, member: 508"] My current campaign has a concept similar to this. Each of my four players has two PCs, and all 8 of them are part of an Adventurers Guild. Four PCs go out on each adventure, while the other 4 stay back as a ready reserve. At any point in the adventure, a primary PC can activate his Guild ring, which teleports him back to Guild HQ. His partner can then touch rings with the newly-arrived PC, and his ring "locks in" to where he just teleported from, allowing the reserve PC to teleport in, joining the rest of the adventuring PCs. I developed this system because two of my four players had never played before, and were very hesitant about putting their PCs into any danger. This way, if things get too dangerous for a PC (low hp with no available healing, heavy ability damage/drain, etc.), the player can replace that PC with his other one. I did set a limit on the rings, allowing each ring to be able to teleport once per day only, and I also made it so they only work when both rings are on the same plane of existence, so there's still an element of danger - just with a little bit of "danger padding." And now that the PCs are in the 11th-16th level range, they hardly ever even use their Guild rings anymore. (But they're there if they need them.) By the way, if anybody wants to do something similar, I've also implemented another rule for spellcasters: each non-spontaneous casting spellcasting PC must have a "default" list of spells prepared when in "ready reserve" status. This prevents metagaming abuse wherein one PC can find out what big monster the group is facing, and then trades places with a spellcasting character, who retroactively had all of the appropriate spells prepared. (Example, loading up on cold attack spells and fire resistance after finding out that the group is fighting a red dragon.) Johnathan [/QUOTE]
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Character "Swapping" during combat: PEACH.
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