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GM is railroading the party into Civil war. Help!
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<blockquote data-quote="Ryujin" data-source="post: 5984474" data-attributes="member: 27897"><p>Group role play is about teamwork. It's part of the party dynamic. If you aren't talking about your plans ahead of time, then you aren't using teamwork. This extends to Paragon paths and, even more so, to Epic Destinies. </p><p></p><p>So you have a few choices:</p><p></p><p>1) Do what the DM seems to want, which will result in the death of one of your characters. If you take this path then you would be well off to look into powers/feats that apply blind/daze/stun conditions. You'll also want to pick up one of the feats/skill powers that allows you to roll initiative twice and take the highest number, while boosting your initiative bonus as much as possible. This is how a Controller can beat a Striker.</p><p></p><p>2) Refuse to fight, while maintaining your current path. This is the weakest choice, from a role playing standpoint, because you're choosing opposite sides in a divine struggle. Why would a god give you such power, if you wouldn't use it as intended? Remember that during the American Civil War families were split but that didn't stop them from fighting at the same place and time, on opposing sides.</p><p></p><p>... or...</p><p></p><p>3) Talk it out with the other players and find a path that you can all live with. If your characters are meant to be as close as kin and actually care about each other, then they aren't likely to follow a path that would cause issues with the others. Find something that works for all and might even help support each others' abilities.</p></blockquote><p></p>
[QUOTE="Ryujin, post: 5984474, member: 27897"] Group role play is about teamwork. It's part of the party dynamic. If you aren't talking about your plans ahead of time, then you aren't using teamwork. This extends to Paragon paths and, even more so, to Epic Destinies. So you have a few choices: 1) Do what the DM seems to want, which will result in the death of one of your characters. If you take this path then you would be well off to look into powers/feats that apply blind/daze/stun conditions. You'll also want to pick up one of the feats/skill powers that allows you to roll initiative twice and take the highest number, while boosting your initiative bonus as much as possible. This is how a Controller can beat a Striker. 2) Refuse to fight, while maintaining your current path. This is the weakest choice, from a role playing standpoint, because you're choosing opposite sides in a divine struggle. Why would a god give you such power, if you wouldn't use it as intended? Remember that during the American Civil War families were split but that didn't stop them from fighting at the same place and time, on opposing sides. ... or... 3) Talk it out with the other players and find a path that you can all live with. If your characters are meant to be as close as kin and actually care about each other, then they aren't likely to follow a path that would cause issues with the others. Find something that works for all and might even help support each others' abilities. [/QUOTE]
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GM is railroading the party into Civil war. Help!
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