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DM purposely gimping my Warlock
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<blockquote data-quote="chriton227" data-source="post: 6407756" data-attributes="member: 33263"><p>Wasn't this a Ravenloft game? The same Ravenloft that in prior editions had setting rules that weakened Turn Undead and many divine spells for Clerics and Paladins, and then hit Paladins with the nerf hammer of doom by weakening their Detect Evil, disease immunity, fear immunity, had their special mount automatically become evil, and made them detectable by darklords from a mile away? If you wanted to play a paladin it would be borked, and you might want to consider playing a fighter interested in religion instead.</p><p></p><p>I can understand reservations about having a character who draws power from dark source in a setting where the world is made of evil and fear. Opening yourself to that connection would be like trying to take a small sip of water by standing under Niagara Falls. Every use of their powers would have a chance of moving the character along the path of corruption, resulting in a character that either have to be incredibly conservative about using their powers at all, or would rapidly be corrupted to the point of being an NPC.</p><p></p><p>There are times when a character concept just doesn't fit the campaign setting. A half-dragon with a fire breath is going to have a hard time in a Spelljammer game based on spending most of your time in the phlogiston, and an aquatic elf is going to have a hard time in an Al Qadim game set in the desert, but neither would be flat out prohibited due to technology or cultural restrictions.</p></blockquote><p></p>
[QUOTE="chriton227, post: 6407756, member: 33263"] Wasn't this a Ravenloft game? The same Ravenloft that in prior editions had setting rules that weakened Turn Undead and many divine spells for Clerics and Paladins, and then hit Paladins with the nerf hammer of doom by weakening their Detect Evil, disease immunity, fear immunity, had their special mount automatically become evil, and made them detectable by darklords from a mile away? If you wanted to play a paladin it would be borked, and you might want to consider playing a fighter interested in religion instead. I can understand reservations about having a character who draws power from dark source in a setting where the world is made of evil and fear. Opening yourself to that connection would be like trying to take a small sip of water by standing under Niagara Falls. Every use of their powers would have a chance of moving the character along the path of corruption, resulting in a character that either have to be incredibly conservative about using their powers at all, or would rapidly be corrupted to the point of being an NPC. There are times when a character concept just doesn't fit the campaign setting. A half-dragon with a fire breath is going to have a hard time in a Spelljammer game based on spending most of your time in the phlogiston, and an aquatic elf is going to have a hard time in an Al Qadim game set in the desert, but neither would be flat out prohibited due to technology or cultural restrictions. [/QUOTE]
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