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<blockquote data-quote="pming" data-source="post: 7393775" data-attributes="member: 45197"><p>Hiya!</p><p></p><p>In my experience, anytime a player tries to do these kind of "shenanigans" (and I'm not even sure if this qualifies...it really wouldn't bother me THAT much, but it is a slippery slope), I would think about it for a few seconds, probably say "Hmmm...well...ok, but are you sure we want to do spells like this?". It would make the player think about the consequences of his/her actions. I mean, what's good for the goose and all that.</p><p></p><p>In almost all circumstances where core game 'rules' were, shall we say, "being bent a bit", my players have always erred on the side of "On second thought...naaa. Lets not do that". At least ever since "The Poisoning Event" happened. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>That said, I do have one campaign where I let magic-users "manipulate" spells as they are cast if they make a certain roll. This is in my Eisla campaign world for 1e AD&D. Magic-Users are fairly different, casting and knowledge wise. Short version: a MU can try and "swap down to swap up" something in a spell...like lower it's Range but increase it's Area, or reduce it to 1d3 per level from 1d6 per level, but with no save, etc. They can also cast their cantrips all day long as long as they keep making an Int check, -1 per time they already cast that cantrip that day; failure means they can't use that cantrip for the rest of the day, until they have time to "refresh their memory" so to say. But as I said...that's a campagin-world-specific thing.</p><p></p><p>(PS: "The Poisoning" - one, or was it two?, players wanted to buy poison and use it for their blades (this is 1e AD&D, btw). They tried, and failed to find any for a while. When they did, it was expensive. They "semi-complained" that their PC's should have an easier time finding and buying poison because of their class and/or race (I know one was an assassin). I thought about it, and said "Ok. Are you sure you guys really want to use poison?"..."Yup!", was their answer. About two hours later, every single PC had been killed via poison, as they were going up against a secretive "Iron Ring" type syndicate. After the TPK, I heard "Yeah...maybe having poison be more rare isn't such a bad idea..." (cue trombone sad/fail sound)). <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p></p><p>^_^</p><p></p><p>Paul L. Ming</p></blockquote><p></p>
[QUOTE="pming, post: 7393775, member: 45197"] Hiya! In my experience, anytime a player tries to do these kind of "shenanigans" (and I'm not even sure if this qualifies...it really wouldn't bother me THAT much, but it is a slippery slope), I would think about it for a few seconds, probably say "Hmmm...well...ok, but are you sure we want to do spells like this?". It would make the player think about the consequences of his/her actions. I mean, what's good for the goose and all that. In almost all circumstances where core game 'rules' were, shall we say, "being bent a bit", my players have always erred on the side of "On second thought...naaa. Lets not do that". At least ever since "The Poisoning Event" happened. ;) That said, I do have one campaign where I let magic-users "manipulate" spells as they are cast if they make a certain roll. This is in my Eisla campaign world for 1e AD&D. Magic-Users are fairly different, casting and knowledge wise. Short version: a MU can try and "swap down to swap up" something in a spell...like lower it's Range but increase it's Area, or reduce it to 1d3 per level from 1d6 per level, but with no save, etc. They can also cast their cantrips all day long as long as they keep making an Int check, -1 per time they already cast that cantrip that day; failure means they can't use that cantrip for the rest of the day, until they have time to "refresh their memory" so to say. But as I said...that's a campagin-world-specific thing. (PS: "The Poisoning" - one, or was it two?, players wanted to buy poison and use it for their blades (this is 1e AD&D, btw). They tried, and failed to find any for a while. When they did, it was expensive. They "semi-complained" that their PC's should have an easier time finding and buying poison because of their class and/or race (I know one was an assassin). I thought about it, and said "Ok. Are you sure you guys really want to use poison?"..."Yup!", was their answer. About two hours later, every single PC had been killed via poison, as they were going up against a secretive "Iron Ring" type syndicate. After the TPK, I heard "Yeah...maybe having poison be more rare isn't such a bad idea..." (cue trombone sad/fail sound)). :D ^_^ Paul L. Ming [/QUOTE]
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