Dm Faq?

Nareau

Explorer
I'm sure there are some good ones out there. Does anyone want to recommend one?
Specifically, I'm interested in seeing how other DM's deal with the major turning points in a campaign. Specifically, spells that can totally redefine what is challenging to the characters:
Web
Fly
Raise Dead
Teleport
Scrying
Plane Shift
Wish
etc.

If there isn't already a good FAQ that deals with this subject, I'd like to hear what you all think. What spells/abilities/etc. do you see as "Defining Moments" in character progression? More generally, what kind of world-changing effects do you see these spells having?
 

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what specifically are you askin?

for players: if you cast multiple magic spells that have a duration, dont forget that you have it on.

EX- a sorc in my group had globe of invulnerability on and a dragon with impr inv bit him. the cleric had a disintegrate spell ready for when he sees the dragon. When the dragonbit him, he forgot that he had it activated so the dragon just ate him- the cleric did not get the spell of. The sorc died...

DM: give theplayers some leeway- and dont be a rules freak. if the player does something that is flavorful, but stupid, try to reward it- it makes the game much more fun...

EX- the group encountered a T Rex and was losing. One of them decided to climb a tree and jump on its head. being 20 ft tall, the ftr would have had to climb for 2 rounds and thne make a jump check and balance check- being in full plate- it would have been almost impossible (with 2 sp/ lvl) but I gave him bonuses anyways- needless to say, he did not make the climb check and then was eaten- but you get the idea...
 

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