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<blockquote data-quote="Maidhc O Casain" data-source="post: 5527898" data-attributes="member: 29558"><p>I'm using them in both of the APs I run - Legacy of Fire and Serpent's Skull. We're very early on in Serpent's Skull so none have been used yet.</p><p></p><p>In my Legacy of Fire game (the one Scott DeWar referenced earlier) I have one character who's used them to augment his actions in an earlier fight, then in this fight SD's character used two to recall previously cast spells and another character used them to cheat death.</p><p></p><p>I'm still working on how to balance handing them out. I want them to be used, but when they're used I want it to be because they're needed or because it adds significantly to the heroic feel of the game . . . it's a tough line to walk.</p><p></p><p>I don't use any of the feats or magic items associated with them - for me that pushes them across the line from a story telling aid to a more common item.</p></blockquote><p></p>
[QUOTE="Maidhc O Casain, post: 5527898, member: 29558"] I'm using them in both of the APs I run - Legacy of Fire and Serpent's Skull. We're very early on in Serpent's Skull so none have been used yet. In my Legacy of Fire game (the one Scott DeWar referenced earlier) I have one character who's used them to augment his actions in an earlier fight, then in this fight SD's character used two to recall previously cast spells and another character used them to cheat death. I'm still working on how to balance handing them out. I want them to be used, but when they're used I want it to be because they're needed or because it adds significantly to the heroic feel of the game . . . it's a tough line to walk. I don't use any of the feats or magic items associated with them - for me that pushes them across the line from a story telling aid to a more common item. [/QUOTE]
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