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Community
General Tabletop Discussion
*Dungeons & Dragons
Concentration mechanic can ruin plots in adventures
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<blockquote data-quote="ccs" data-source="post: 7910357" data-attributes="member: 6803664"><p><em>Sigh....</em></p><p>The answer is that your NPC has somehow learned a variant spell hitherto unknown to anyone else. <span style="font-size: 10px">(That IS what insane wizards do you know.)</span> You don't need to worry about the <em>how</em> unless that'll make for an interesting story later on. Nor do you need to justify it by the rules. </p><p>But it <strong>IS</strong> something your players could learn to do. Afterall, when he's defeated, they're going to find his spell book(s), right? Well guess what? The notes on this unique spell are in there. Now they have a true treasure. A Charm/Dominate spell of lv x that doesn't rely upon concentration, has an Int based duration, & doesn't allow frequent Saves. That's valuable stuff. Though maybe it's very difficult to learn (and comes with the risk of insanity) - say, every time a Wizard lvs up & gets new spells they can attempt 1 crazy hard (but vaguely possible) Arcana check to have finally deciphered the mad scribblings.</p><p>What will your players do with this? </p><p>Will they make use of it? </p><p>Will they try & try & try to learn it, never rolling high enough? </p><p>Will they sit on it? </p><p>Will they recognize the danger this spell poses & burn the notes? </p><p>Will they fail to realize what they've got? </p><p>Or will they sell it/the spell book? If they sell it, who ends up in possession of it? Do <em>they</em> use it later on? Or do they sit on it, thus taking it out of circulation? </p><p></p><p>So much good stuff can springboard from this. You just need to lose your hangup about RAW to enjoy it.</p></blockquote><p></p>
[QUOTE="ccs, post: 7910357, member: 6803664"] [I]Sigh....[/I] The answer is that your NPC has somehow learned a variant spell hitherto unknown to anyone else. [SIZE=2](That IS what insane wizards do you know.)[/SIZE] You don't need to worry about the [I]how[/I] unless that'll make for an interesting story later on. Nor do you need to justify it by the rules. But it [B]IS[/B] something your players could learn to do. Afterall, when he's defeated, they're going to find his spell book(s), right? Well guess what? The notes on this unique spell are in there. Now they have a true treasure. A Charm/Dominate spell of lv x that doesn't rely upon concentration, has an Int based duration, & doesn't allow frequent Saves. That's valuable stuff. Though maybe it's very difficult to learn (and comes with the risk of insanity) - say, every time a Wizard lvs up & gets new spells they can attempt 1 crazy hard (but vaguely possible) Arcana check to have finally deciphered the mad scribblings. What will your players do with this? Will they make use of it? Will they try & try & try to learn it, never rolling high enough? Will they sit on it? Will they recognize the danger this spell poses & burn the notes? Will they fail to realize what they've got? Or will they sell it/the spell book? If they sell it, who ends up in possession of it? Do [I]they[/I] use it later on? Or do they sit on it, thus taking it out of circulation? So much good stuff can springboard from this. You just need to lose your hangup about RAW to enjoy it. [/QUOTE]
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Concentration mechanic can ruin plots in adventures
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