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DM Dilemma: Munchkins are getting out of hand... and I let it happen.
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<blockquote data-quote="Sadras" data-source="post: 6261264" data-attributes="member: 6688277"><p>If you are to keep the existing campaign, because you have not mentioned as a possible solution for a start over...there are a number of options for you to choose from</p><p></p><p>a) The Slow Death of Magic - run a world altering event where magic is systematically drained from the world to the point where is begins crippling the PCs power as magical items cease to function, arcane spells take longer to cast especially without material components, the divine energies become increasingly difficult to channel and magical beings such as golems and the like break down...etc </p><p>Provide a strong narrative why there is this drain on magic and how the PCs can help mitigate this world altering event, but from then on play a low magic campaign with changes to the rules due to the modified setting: such as actual cost for creating permanent magical items (i.e. 1 permanent hp loss), potions lose their effect within a week if not used as the drain still exists now permanently but perhaps at a slower pace, usually long lasting spells slowly dissipate eventually, perhaps extended exposure to magic corrupts ones body and therefore its safer to use ritual magic instead...etc Just use your imagination.</p><p></p><p>b) A Powerful Plague sweeps across the land affecting every living thing....its incurable, and the deities seem to keep quiet (Commune), scores of people and animals die, no one escape its from low to high born, plants become infected so it enters the food supply - the adventures for the PCs usually are their attempts to investigate the source of the Plague, deal with an increase in brigands, find & battle for cures (even temporary ones), consult far distant scholars, save themselves by trying to outrun it, sailing to new lands...etc only to find they they have become infected...they begin making saves each day, losing points from their physical abilities permanently....how and when they are saved is all on you.</p><p></p><p>c) Change the nature of the campaign - Scores of Dragons arrive in the land, terrorizing the countrysides - using evil humanoids as their slaves, resistances are put down swiftly and if not entire villages and their populaces are burned as punishment. The PCs will soon realise these are foes they cannot go up against and their aggressive actions only punish those they love and the innocents.</p><p>Instead of seeking combat - the adventures take on the other two pillars of D&D, as PCs seek to rally support, create an underground network, gather information of their attackers, hide, seek long forgotten lore in forgotten underground cities which speak of how the dragons were overthrown the last time they rose to power...</p><p>Weapons become banned as do spell-books and holy symbols unless you bear the Dragon-Marks marking you as the Dragons' servants. PCs must hide to survive in this changing world. </p><p>This is a great one, because PCs will soon realise that combat will just create more trouble for them as they are hunted down to be tortured and persecuted - they get no rest, no chance to heal up. Let them be tortured when they are captured just for them to know the NPCs mean business - its their fault for playing stupid - have them lose eyes, hands or even arms...</p><p></p><p>Hell use a combination of all three story types, or think of something else on those levels.</p><p></p><p>World altering narrative breaks munchkin PCs every time....it allows you to bend the rules in an interesting and dramatic way, inflicts permanent effects upon the PCs reflecting no one is safe, its the great equalizer.</p><p>They will start paying attention when everything they have known is turned on its head, nothing is certain not even their safety and the stakes are raised high. Then you can start having fun and trust me they will too <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Sadras, post: 6261264, member: 6688277"] If you are to keep the existing campaign, because you have not mentioned as a possible solution for a start over...there are a number of options for you to choose from a) The Slow Death of Magic - run a world altering event where magic is systematically drained from the world to the point where is begins crippling the PCs power as magical items cease to function, arcane spells take longer to cast especially without material components, the divine energies become increasingly difficult to channel and magical beings such as golems and the like break down...etc Provide a strong narrative why there is this drain on magic and how the PCs can help mitigate this world altering event, but from then on play a low magic campaign with changes to the rules due to the modified setting: such as actual cost for creating permanent magical items (i.e. 1 permanent hp loss), potions lose their effect within a week if not used as the drain still exists now permanently but perhaps at a slower pace, usually long lasting spells slowly dissipate eventually, perhaps extended exposure to magic corrupts ones body and therefore its safer to use ritual magic instead...etc Just use your imagination. b) A Powerful Plague sweeps across the land affecting every living thing....its incurable, and the deities seem to keep quiet (Commune), scores of people and animals die, no one escape its from low to high born, plants become infected so it enters the food supply - the adventures for the PCs usually are their attempts to investigate the source of the Plague, deal with an increase in brigands, find & battle for cures (even temporary ones), consult far distant scholars, save themselves by trying to outrun it, sailing to new lands...etc only to find they they have become infected...they begin making saves each day, losing points from their physical abilities permanently....how and when they are saved is all on you. c) Change the nature of the campaign - Scores of Dragons arrive in the land, terrorizing the countrysides - using evil humanoids as their slaves, resistances are put down swiftly and if not entire villages and their populaces are burned as punishment. The PCs will soon realise these are foes they cannot go up against and their aggressive actions only punish those they love and the innocents. Instead of seeking combat - the adventures take on the other two pillars of D&D, as PCs seek to rally support, create an underground network, gather information of their attackers, hide, seek long forgotten lore in forgotten underground cities which speak of how the dragons were overthrown the last time they rose to power... Weapons become banned as do spell-books and holy symbols unless you bear the Dragon-Marks marking you as the Dragons' servants. PCs must hide to survive in this changing world. This is a great one, because PCs will soon realise that combat will just create more trouble for them as they are hunted down to be tortured and persecuted - they get no rest, no chance to heal up. Let them be tortured when they are captured just for them to know the NPCs mean business - its their fault for playing stupid - have them lose eyes, hands or even arms... Hell use a combination of all three story types, or think of something else on those levels. World altering narrative breaks munchkin PCs every time....it allows you to bend the rules in an interesting and dramatic way, inflicts permanent effects upon the PCs reflecting no one is safe, its the great equalizer. They will start paying attention when everything they have known is turned on its head, nothing is certain not even their safety and the stakes are raised high. Then you can start having fun and trust me they will too :) [/QUOTE]
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DM Dilemma: Munchkins are getting out of hand... and I let it happen.
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