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Immortals Handbook - Ascension Discussion
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<blockquote data-quote="paradox42" data-source="post: 4135062" data-attributes="member: 29746"><p>Yes, that's the point. He's had Boots of Flying for so many real-time years I don't even remember when he got them now. And anyway now that he's a god (as indeed are all the PCs as of last week's session, with the exception of the item crafter who is still working on his ascension quest), it hardly matters anymore.</p><p></p><p></p><p>To my view, that would be far too excessive. A spellcasting character <strong>is</strong> his or her spellcasting. Without that, the character may as well be twiddling his or her thumbs at home. Negating all the spellcasting just because the Monster Manual lists it as one ability (which, in fact, it doesn't- it always has a little "Spellcasting" section in the monster's complete description that lists the spell selection, caster level, and save DCs in detail) would be absurd. You wouldn't argue that just because a Balor, say, has several Spell-Like Abilities listed together as "Spell-Like Abilities" under "Special Attacks," that it loses all of them at once with just one measly Abrogate, would you? I mean, the very <strong>listing</strong> says "Abilitie<strong>s</strong>" (plural). There's more than one there.</p><p></p><p></p><p>What about them? It just means that if they try to do anything requiring a feat, or what have you, that it doesn't work. It doesn't mean they suddenly don't have those feats or whatever. And feats (or whatever) that change a character's basic stats are easy enough to subtract out under most circumstances.</p><p></p><p>Besides, I haven't used those in my game yet. <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><p></p><p></p><p>Needlessly complicated. Nobody can run an Epic game for long without developing a talent for improvisation and seat-of-the-pants plotting, even if you like to set out with grand designs in mind. Part of the territory is an ability to "eyeball" stat changes on the fly, since there's no telling when a critter or character might get hit with an effect reducing the CON score, or blinding it, or any one of another hundred status changes. It should be simple enough to catch a player in the act, if he or she tries to use an ability that's been annulled.</p></blockquote><p></p>
[QUOTE="paradox42, post: 4135062, member: 29746"] Yes, that's the point. He's had Boots of Flying for so many real-time years I don't even remember when he got them now. And anyway now that he's a god (as indeed are all the PCs as of last week's session, with the exception of the item crafter who is still working on his ascension quest), it hardly matters anymore. To my view, that would be far too excessive. A spellcasting character [b]is[/b] his or her spellcasting. Without that, the character may as well be twiddling his or her thumbs at home. Negating all the spellcasting just because the Monster Manual lists it as one ability (which, in fact, it doesn't- it always has a little "Spellcasting" section in the monster's complete description that lists the spell selection, caster level, and save DCs in detail) would be absurd. You wouldn't argue that just because a Balor, say, has several Spell-Like Abilities listed together as "Spell-Like Abilities" under "Special Attacks," that it loses all of them at once with just one measly Abrogate, would you? I mean, the very [b]listing[/b] says "Abilitie[b]s[/b]" (plural). There's more than one there. What about them? It just means that if they try to do anything requiring a feat, or what have you, that it doesn't work. It doesn't mean they suddenly don't have those feats or whatever. And feats (or whatever) that change a character's basic stats are easy enough to subtract out under most circumstances. Besides, I haven't used those in my game yet. :) Needlessly complicated. Nobody can run an Epic game for long without developing a talent for improvisation and seat-of-the-pants plotting, even if you like to set out with grand designs in mind. Part of the territory is an ability to "eyeball" stat changes on the fly, since there's no telling when a critter or character might get hit with an effect reducing the CON score, or blinding it, or any one of another hundred status changes. It should be simple enough to catch a player in the act, if he or she tries to use an ability that's been annulled. [/QUOTE]
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