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General Tabletop Discussion
*TTRPGs General
Dealing with the Vow of Peace
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<blockquote data-quote="Wycen" data-source="post: 3305262" data-attributes="member: 13732"><p>I recommend against it. I had up until recently a high level game with the 16th level cleric constructed around the vow of poverty/peace. </p><p></p><p>Unless you choose to play loose with the rules, you'll have to keep ridiculous track of when your companions and when your enemies enter and leave that 20 foot radius. Roll the save before attacking, then remember in the next round/combat, then remember again when the barbarian rages, or what happens when the raging barbarian enters the 20 foot radius and fails his save. </p><p></p><p>You may eventually have the character start trying to summon monsters and use them to attack, which is seems like a violation of spirit of the vow.</p><p></p><p>Then the other party members may not enjoy the sanctity of life the pacifist forces upon the party. You as the DM may not like it when your big, dumb (read low Will save) pipe hitting monster stands around like an idiot while they talk to him. Sure, the same could be accomplished with a Hold person spell or Feeblemind, but those are limited resources, not EVERY encounter, because you can not turn the vow off.</p><p></p><p>However, you might find someone who can tell you the virtues of the feat, in the right type of game.</p></blockquote><p></p>
[QUOTE="Wycen, post: 3305262, member: 13732"] I recommend against it. I had up until recently a high level game with the 16th level cleric constructed around the vow of poverty/peace. Unless you choose to play loose with the rules, you'll have to keep ridiculous track of when your companions and when your enemies enter and leave that 20 foot radius. Roll the save before attacking, then remember in the next round/combat, then remember again when the barbarian rages, or what happens when the raging barbarian enters the 20 foot radius and fails his save. You may eventually have the character start trying to summon monsters and use them to attack, which is seems like a violation of spirit of the vow. Then the other party members may not enjoy the sanctity of life the pacifist forces upon the party. You as the DM may not like it when your big, dumb (read low Will save) pipe hitting monster stands around like an idiot while they talk to him. Sure, the same could be accomplished with a Hold person spell or Feeblemind, but those are limited resources, not EVERY encounter, because you can not turn the vow off. However, you might find someone who can tell you the virtues of the feat, in the right type of game. [/QUOTE]
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