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Embracing the D&Disms
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<blockquote data-quote="Reynard" data-source="post: 1681065" data-attributes="member: 467"><p>In fact, it may even inspire it (meaning exploration). Those powerful wizards don't want to go hucking through the wilderness to get to the nift artifacts and spell components. they'd just rather pay some "muggles" to do it for them. So they craft a magic item that creates a faux "Have visited the place many times" effect and say, "Go find the lost laboratory of Rary!" or whatever and *poof* adventure and exploration.</p><p></p><p>Overall, I find that embracing the D&Disms creates a campaign that is more fun for everyone. If you create adventures where the PCs capabilities are required, it requires the involvement of the PCs. Anyone can seek out a hole in the ground. but only a party that can can Plane SHift and Locate Object can find and use the long lost portal to the Demiplane of Limitless Riches.</p><p></p><p>The same goes for baddies. One poster said they never had a villain get raised. That is a waste. If the PCs manage to kill a villain, and six months of eal time later he shows back up again with a mad on for having spent any time at all suffering under the lashes of a Balor in the Nine Hells (Abyss? I don't remember), they are gonna understand that *this* is D&D and they best use every resource at their disposal to defeat him, or else he is going to keep coming back, madder and smarter than ever.*</p><p></p><p>*I understand the mechanical penalty for dying and getting raised. But as far as experiences go, you'd thinkthat one would be a biggie. But is probably just asking for trouble to grant an XP bonus for dying. <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="Reynard, post: 1681065, member: 467"] In fact, it may even inspire it (meaning exploration). Those powerful wizards don't want to go hucking through the wilderness to get to the nift artifacts and spell components. they'd just rather pay some "muggles" to do it for them. So they craft a magic item that creates a faux "Have visited the place many times" effect and say, "Go find the lost laboratory of Rary!" or whatever and *poof* adventure and exploration. Overall, I find that embracing the D&Disms creates a campaign that is more fun for everyone. If you create adventures where the PCs capabilities are required, it requires the involvement of the PCs. Anyone can seek out a hole in the ground. but only a party that can can Plane SHift and Locate Object can find and use the long lost portal to the Demiplane of Limitless Riches. The same goes for baddies. One poster said they never had a villain get raised. That is a waste. If the PCs manage to kill a villain, and six months of eal time later he shows back up again with a mad on for having spent any time at all suffering under the lashes of a Balor in the Nine Hells (Abyss? I don't remember), they are gonna understand that *this* is D&D and they best use every resource at their disposal to defeat him, or else he is going to keep coming back, madder and smarter than ever.* *I understand the mechanical penalty for dying and getting raised. But as far as experiences go, you'd thinkthat one would be a biggie. But is probably just asking for trouble to grant an XP bonus for dying. :) [/QUOTE]
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