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Imposing dis-advantage on saves
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<blockquote data-quote="MoutonRustique" data-source="post: 6683402" data-attributes="member: 22362"><p>Thank you all for the input and advice.</p><p></p><p>I'm not a <em>huge</em> fan of 5e to date and so I may not have put in the work for the required system mastery to make my character work - I kind of went "<em>Well, I'm seeing non-stop praise. I don't get it, but I'll give it a "fresh"* whirl and see how it goes.</em> When building my character.</p><p>*meaning, no studying the monsters for optimal summons, choosing spells based on "history"/role-playing considerations, etc.</p><p></p><p>Binding my conjured elementals hadn't even <em>occurred</em> to me! It might be a pretty big stretch to make that work in the game... but I'll see what my DM thinks off it**</p><p>**Explanation: my character is a very dour, very strict, evil-cult hunter. He uses the forces of "Hell" to fight these evil-cults. His long-time companion is an "Inquisitor" paladin. There is a great deal of trust between the two characters and, while the <em>extant</em> of my character's use of infernal power isn't know, that he does is fairly open.</p><p></p><p>He is "saved" by his iron discipline and his intransigent helping of the defenseless (~ "spiderman philosophy"^10 / "Constantine methods"). On the other hand, the fact that his familiar is an imp (as opposed to the crow it appears) is a secret his companion does not know.</p><p></p><p>Should I bind air elementals in this more "permanent" manner - it would mean (in game) a binding of air-devils of some kind that I would then need to try and convince my friend of allowing, or attempt to hide them from him... A thing made very difficult in this edition ("demon sense"). Also, from my character's point of view, binding of an imp is a lesser threat as, should it get free, it is easy to destroy. These elementals would, on the other hand, represent bringing much more powerful demons into the world. Should I lose control of them, it would possibly incur a great deal of harm to others - which isn't acceptable.</p><p></p><p><em>Lastly!</em> we are currently fighting a demonic-plague that serves as a gateway for demons to enter the material realm. This is important (besides the obvious) because we are currently in a geographical region in which the gods do not hold sway and extra-dimensional travel is <em>extremely</em> difficult - demons should not be able to enter this realm at-all / aside from very time-limited summonings.</p><p></p><p>So yeah, this is from a campaign that's been going on for over 20 years now, so there's a lot of back-story and things to hold in consideration when looking at spells (conjurations and such, most especially).</p><p></p><p>As to gameplay style : we tend to have "dungeons" that are ruins and castles and such, but with a time-frame that goes more "hours" of exploration over "minutes" of exploration. Which makes hour-long spells, not long enough to see certain use and one-minute cast spells much to long to use one the action starts - in many instances. On the other hand, pretty much everyone else found their characters to fit excellently to their concepts - so I'm the odd duck in this case (which I prefer, not being the duck, just that there's just the one duck).</p><p></p><p>I'll fiddle with the build a bit, but there's a possible out for my character at this point in the campaign, so I might take it and build a new one - one built around the 5e assumptions. We'll see.</p><p></p><p>In any case, thank you very much for the conversation, the advice and the information. Have a great one!</p></blockquote><p></p>
[QUOTE="MoutonRustique, post: 6683402, member: 22362"] Thank you all for the input and advice. I'm not a [I]huge[/I] fan of 5e to date and so I may not have put in the work for the required system mastery to make my character work - I kind of went "[I]Well, I'm seeing non-stop praise. I don't get it, but I'll give it a "fresh"* whirl and see how it goes.[/I] When building my character. *meaning, no studying the monsters for optimal summons, choosing spells based on "history"/role-playing considerations, etc. Binding my conjured elementals hadn't even [I]occurred[/I] to me! It might be a pretty big stretch to make that work in the game... but I'll see what my DM thinks off it** **Explanation: my character is a very dour, very strict, evil-cult hunter. He uses the forces of "Hell" to fight these evil-cults. His long-time companion is an "Inquisitor" paladin. There is a great deal of trust between the two characters and, while the [I]extant[/I] of my character's use of infernal power isn't know, that he does is fairly open. He is "saved" by his iron discipline and his intransigent helping of the defenseless (~ "spiderman philosophy"^10 / "Constantine methods"). On the other hand, the fact that his familiar is an imp (as opposed to the crow it appears) is a secret his companion does not know. Should I bind air elementals in this more "permanent" manner - it would mean (in game) a binding of air-devils of some kind that I would then need to try and convince my friend of allowing, or attempt to hide them from him... A thing made very difficult in this edition ("demon sense"). Also, from my character's point of view, binding of an imp is a lesser threat as, should it get free, it is easy to destroy. These elementals would, on the other hand, represent bringing much more powerful demons into the world. Should I lose control of them, it would possibly incur a great deal of harm to others - which isn't acceptable. [I]Lastly![/I] we are currently fighting a demonic-plague that serves as a gateway for demons to enter the material realm. This is important (besides the obvious) because we are currently in a geographical region in which the gods do not hold sway and extra-dimensional travel is [I]extremely[/I] difficult - demons should not be able to enter this realm at-all / aside from very time-limited summonings. So yeah, this is from a campaign that's been going on for over 20 years now, so there's a lot of back-story and things to hold in consideration when looking at spells (conjurations and such, most especially). As to gameplay style : we tend to have "dungeons" that are ruins and castles and such, but with a time-frame that goes more "hours" of exploration over "minutes" of exploration. Which makes hour-long spells, not long enough to see certain use and one-minute cast spells much to long to use one the action starts - in many instances. On the other hand, pretty much everyone else found their characters to fit excellently to their concepts - so I'm the odd duck in this case (which I prefer, not being the duck, just that there's just the one duck). I'll fiddle with the build a bit, but there's a possible out for my character at this point in the campaign, so I might take it and build a new one - one built around the 5e assumptions. We'll see. In any case, thank you very much for the conversation, the advice and the information. Have a great one! [/QUOTE]
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