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Imposing dis-advantage on saves
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<blockquote data-quote="pming" data-source="post: 6682751" data-attributes="member: 45197"><p>Hiya!</p><p></p><p> Like many...<em>many</em>, things in 5e, it's easy to adjust/fix/change if you have a good DM. What you are asking doesn't take "rules" to do, it takes an imaginative player and an equally imaginative DM. That whole "imagination" thing has been downgraded over the last couple decades, IMHO, in favour of "hard and fast rules/options". A cryin' shame if you ask me. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite3" alt=":(" title="Frown :(" loading="lazy" data-shortname=":(" /></p><p></p><p> Anyway, <em>[puts on old grognard hat]</em>, back in my day, if a player had an idea for his character, he brought it to the DM. It wasn't usually phrased as a direct request (e.g. "<em>I want THIS for my guy. Do it.</em>", more of a "My character is getting pretty heavy into summoning, binding, banishing, and that kind of stuff. I wonder if there are spells or magic items or something out there to help him? Can he do research at the wizards guild or something?". Then the DM took that ball and ran with it. The DM would usually take a week or so (between sessions, basically) and come up with some ideas, then present the obvious tasks and goals the character would have to undertake.</p><p></p><p> Again, IMHO, this method of play is ultimately superior to just "Oh, go fork over $40 for the <em>Uber Magic</em> supplemental book. There's classes, spells, items and feats for summoning and all that stuff". With "the old way", characters became even more unique and beloved. Nobody could just "re-create them". These things involved the DM and the players, collectively sharing their vision of their own personal fantasy world.</p><p></p><p>Anyway, <em>[takes off grognard hat]</em>, as I said in the first paragraph, it's really up to you and your DM...not what books you have or what "build" you can make. Tell your DM what you envision your PC as, then ask him how you might go about acquiring that "vision". A simplistic DM (or one with little time), will probably opt for the quick and dirty "take these rules, nix those rules, take that feat, and we'll call it good". A superior DM (or one with more time), will take the next week examining his campaign world and thinking about how this would affect it and how it would have come about. Then he'll inform you of routes your character can take to try and get the 'power' he wants (see my 2nd paragraph), if it is possible.</p><p></p><p>As for the RAW... I don't think there is any real, consistent way.</p><p></p><p>^_^</p><p></p><p>Paul L. Ming</p></blockquote><p></p>
[QUOTE="pming, post: 6682751, member: 45197"] Hiya! Like many...[I]many[/I], things in 5e, it's easy to adjust/fix/change if you have a good DM. What you are asking doesn't take "rules" to do, it takes an imaginative player and an equally imaginative DM. That whole "imagination" thing has been downgraded over the last couple decades, IMHO, in favour of "hard and fast rules/options". A cryin' shame if you ask me. :( Anyway, [I][puts on old grognard hat][/I], back in my day, if a player had an idea for his character, he brought it to the DM. It wasn't usually phrased as a direct request (e.g. "[I]I want THIS for my guy. Do it.[/I]", more of a "My character is getting pretty heavy into summoning, binding, banishing, and that kind of stuff. I wonder if there are spells or magic items or something out there to help him? Can he do research at the wizards guild or something?". Then the DM took that ball and ran with it. The DM would usually take a week or so (between sessions, basically) and come up with some ideas, then present the obvious tasks and goals the character would have to undertake. Again, IMHO, this method of play is ultimately superior to just "Oh, go fork over $40 for the [I]Uber Magic[/I] supplemental book. There's classes, spells, items and feats for summoning and all that stuff". With "the old way", characters became even more unique and beloved. Nobody could just "re-create them". These things involved the DM and the players, collectively sharing their vision of their own personal fantasy world. Anyway, [I][takes off grognard hat][/I], as I said in the first paragraph, it's really up to you and your DM...not what books you have or what "build" you can make. Tell your DM what you envision your PC as, then ask him how you might go about acquiring that "vision". A simplistic DM (or one with little time), will probably opt for the quick and dirty "take these rules, nix those rules, take that feat, and we'll call it good". A superior DM (or one with more time), will take the next week examining his campaign world and thinking about how this would affect it and how it would have come about. Then he'll inform you of routes your character can take to try and get the 'power' he wants (see my 2nd paragraph), if it is possible. As for the RAW... I don't think there is any real, consistent way. ^_^ Paul L. Ming [/QUOTE]
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