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Forked: GTS - A need for "A robust system that handles things outside of combat"?
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<blockquote data-quote="Vyvyan Basterd" data-source="post: 4765085" data-attributes="member: 4892"><p>Following my advice above, the Spellcaster* could use any power they possess that dominates its target and forgo the damage to make the uppity bartender do whatever he wishes until the spell ends. (The power of the spell and when it is available has changed, but that is another discussion. I also question Charm Person having that power - but that is yet another tangent.)</p><p></p><p>The enchanted slumbers and prince-frogs are the odd focuses of deranged minds that were set out for revenge. The NPC accomplishes this through a very specific ritual. The DM could allow the players to pursue the same types of rituals. And if that's what your group finds enjoyable, I'd say run with it. But in my games the heroic focus means that the players focus their efforts on more immediate glories. I don't know how I would approach a player's desire to pursue the research of a Deep Slumber or Frog-Prince ritual because my players as a group aren't interested in being malicious villains. Or at least they don't want to put that much effort into punishing people when they have much more direct means of doing so.</p><p></p><p>There has always been the danger in any RPG of having a GM that is not open enough to allow for player creativity and put the kabosh on legitimate ideas. I know that in some cases I didn't live up to the "say yes" attitude and in retrospect I regret those times. I much prefer now to allow a player to tell me what they are trying to accomplish (at any stage of the game, even character creation) and find a way to make it fit into the rules of the system we have chosen to play.</p><p></p><p></p><p></p><p>*I say spellcaster because the 4E Wizard is not the same as the all-encompassing spell-jockey of old.</p></blockquote><p></p>
[QUOTE="Vyvyan Basterd, post: 4765085, member: 4892"] Following my advice above, the Spellcaster* could use any power they possess that dominates its target and forgo the damage to make the uppity bartender do whatever he wishes until the spell ends. (The power of the spell and when it is available has changed, but that is another discussion. I also question Charm Person having that power - but that is yet another tangent.) The enchanted slumbers and prince-frogs are the odd focuses of deranged minds that were set out for revenge. The NPC accomplishes this through a very specific ritual. The DM could allow the players to pursue the same types of rituals. And if that's what your group finds enjoyable, I'd say run with it. But in my games the heroic focus means that the players focus their efforts on more immediate glories. I don't know how I would approach a player's desire to pursue the research of a Deep Slumber or Frog-Prince ritual because my players as a group aren't interested in being malicious villains. Or at least they don't want to put that much effort into punishing people when they have much more direct means of doing so. There has always been the danger in any RPG of having a GM that is not open enough to allow for player creativity and put the kabosh on legitimate ideas. I know that in some cases I didn't live up to the "say yes" attitude and in retrospect I regret those times. I much prefer now to allow a player to tell me what they are trying to accomplish (at any stage of the game, even character creation) and find a way to make it fit into the rules of the system we have chosen to play. *I say spellcaster because the 4E Wizard is not the same as the all-encompassing spell-jockey of old. [/QUOTE]
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Forked: GTS - A need for "A robust system that handles things outside of combat"?
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