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Disarming a character from powers?
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<blockquote data-quote="DarkKestral" data-source="post: 4192620" data-attributes="member: 40100"><p>I think there's an interesting point made: if you say that fighters/rogues/warlords/rangers and other 'fighty' types lose their powers when bound because they are away from their weapons, why is it fair to say that wizards/warlocks/clerics/paladins don't? I certainly don't think it is. I would probably support siomething in the form of a "focus component" in that case; it provides some balance.</p><p></p><p>But one thing I think that hasn't been brought up is that there's several different ways a campaign can start in a prison. A campaign can start in the prison and wait for hours while the PCs flail around trying to think of ways to get out, or the campaign can start with the characters shackled up, then, if it proves necessary, after a few minutes bring the game to them by having some guards show up that the players can defeat. (perhaps the guards are bringing their food and have the keys the players need to escape) The first is boring. The second provides a fairly legit place to start the game that is well supported as a "standard" beginning place for a story and gives the PCs a fairly obvious reason to start being action-y and heroic, at least under some definitions. Plus, it can provide them with a sometimes needed reason for the characters to rely on one another; if they try to backstab, no one will believe 'em anyway, so they have to take what's given to 'em.</p></blockquote><p></p>
[QUOTE="DarkKestral, post: 4192620, member: 40100"] I think there's an interesting point made: if you say that fighters/rogues/warlords/rangers and other 'fighty' types lose their powers when bound because they are away from their weapons, why is it fair to say that wizards/warlocks/clerics/paladins don't? I certainly don't think it is. I would probably support siomething in the form of a "focus component" in that case; it provides some balance. But one thing I think that hasn't been brought up is that there's several different ways a campaign can start in a prison. A campaign can start in the prison and wait for hours while the PCs flail around trying to think of ways to get out, or the campaign can start with the characters shackled up, then, if it proves necessary, after a few minutes bring the game to them by having some guards show up that the players can defeat. (perhaps the guards are bringing their food and have the keys the players need to escape) The first is boring. The second provides a fairly legit place to start the game that is well supported as a "standard" beginning place for a story and gives the PCs a fairly obvious reason to start being action-y and heroic, at least under some definitions. Plus, it can provide them with a sometimes needed reason for the characters to rely on one another; if they try to backstab, no one will believe 'em anyway, so they have to take what's given to 'em. [/QUOTE]
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Disarming a character from powers?
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