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DM's: How Do You Justify NPC's Having Magic/Abilities That Don't Exist in the PHB?
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<blockquote data-quote="Shadowdweller00" data-source="post: 8829881" data-attributes="member: 6778479"><p>There really isn't any need to overthink this. Most enemies get "screen time" for maybe a battle, at least in the foreground, whereas PCs last the whole campaign. So there are whole hosts of abilities (like low-level teleportation or damage bonuses that won't stack with other stuff in NPC hands) that aren't unbalanced for enemies but are for the PCs. But it's also the DM's job to adjudicate the world. When PCs want to try to use, play around with, experiment with, or research magical effects in the world it's better on multiple levels to have answers for their efforts rather than writing it off as "just magic". And it's a lot more fun to at least occasionally include usuable results and new options.</p><p></p><p>Sometimes even published adventures include various effects that it should be possible to interact with. For example, the water-faction in Princes of the Apocalypse carry these shark-toothed swords that deal extra damage. So what happens when the PCs pick one up and try to use it? Might not be balanced if they have the extra damage at the point they find the swords. It's pretty easy to come up with a reason as to WHY they can't use them, say "the blades seem to be stabilized by the will of some sort of outside, water-based spirit"; and then have them dry out and crumble after maybe a round or two once the wielder is dead. (Still letting the PCs use the blades briefly). Instead of just telling the PCs that they can't use the swords by fiat. And maybe, just maybe, one of your PCs eventually signs a pact later on with some sort of water creature (such as gaining levels in the Fathomless Warlock subclass) down the road. Maybe you'd let that PC keep and maintain one of those swords since now they have the support of a magical water spirit.</p></blockquote><p></p>
[QUOTE="Shadowdweller00, post: 8829881, member: 6778479"] There really isn't any need to overthink this. Most enemies get "screen time" for maybe a battle, at least in the foreground, whereas PCs last the whole campaign. So there are whole hosts of abilities (like low-level teleportation or damage bonuses that won't stack with other stuff in NPC hands) that aren't unbalanced for enemies but are for the PCs. But it's also the DM's job to adjudicate the world. When PCs want to try to use, play around with, experiment with, or research magical effects in the world it's better on multiple levels to have answers for their efforts rather than writing it off as "just magic". And it's a lot more fun to at least occasionally include usuable results and new options. Sometimes even published adventures include various effects that it should be possible to interact with. For example, the water-faction in Princes of the Apocalypse carry these shark-toothed swords that deal extra damage. So what happens when the PCs pick one up and try to use it? Might not be balanced if they have the extra damage at the point they find the swords. It's pretty easy to come up with a reason as to WHY they can't use them, say "the blades seem to be stabilized by the will of some sort of outside, water-based spirit"; and then have them dry out and crumble after maybe a round or two once the wielder is dead. (Still letting the PCs use the blades briefly). Instead of just telling the PCs that they can't use the swords by fiat. And maybe, just maybe, one of your PCs eventually signs a pact later on with some sort of water creature (such as gaining levels in the Fathomless Warlock subclass) down the road. Maybe you'd let that PC keep and maintain one of those swords since now they have the support of a magical water spirit. [/QUOTE]
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DM's: How Do You Justify NPC's Having Magic/Abilities That Don't Exist in the PHB?
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