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General Tabletop Discussion
*Dungeons & Dragons
June Unearthed Arcana: Druid Shepherd, Fighter Cavalier, and Paladin of Conquest
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<blockquote data-quote="Flamestrike" data-source="post: 7717959" data-attributes="member: 6788736"><p>He hasnt hexed anyone yet.</p><p></p><p>He declares he is using Hex, <em>then </em>initiative is rolled, <u>before</u> the Hex hapens. He doesnt get a free Hex before combat is started.</p><p></p><p>You might run your games differently, but those are the rules. Declaring an attack simply starts the combat sequence. Then, in turn order, actions are resolved.</p><p></p><p></p><p></p><p>Assuming he goes before the King, he uses maddening Hex. The king orders his men to sieze the Warlock, and lock down the keep.</p><p></p><p>I'm presuming the King lives in a world where magic (like Warlocks) is a thing. Ergo the audience chamber is dimensional locked (to stop teleportation) via <em>Hallow </em>spell from the local friendly church, and the walls are lined with lead (to stop divination magic). The retainers are all Knights (probably lead by a Champion) plus Veterans and Guards, with a Mage or two on staff (with one likely on staff watching the whole thing with <em>detect magic </em>running).</p><p></p><p>These are basic defences.</p><p></p><p></p><p></p><p>Remove curse works.</p><p></p><p>And who cares? Even should the King die, he gets resurrected (500gp diamonds arent a big deal for the King - it barely covers the weekly maintence costs for the keep) and the Warlock gets hunted down and publicly hung.</p><p></p><p>Its not a big deal. You dont need any agreements with your players here. Just hang them if they try (actions have consequences). </p><p></p><p>Do it once, and they learn pretty fast.</p></blockquote><p></p>
[QUOTE="Flamestrike, post: 7717959, member: 6788736"] He hasnt hexed anyone yet. He declares he is using Hex, [I]then [/I]initiative is rolled, [U]before[/U] the Hex hapens. He doesnt get a free Hex before combat is started. You might run your games differently, but those are the rules. Declaring an attack simply starts the combat sequence. Then, in turn order, actions are resolved. Assuming he goes before the King, he uses maddening Hex. The king orders his men to sieze the Warlock, and lock down the keep. I'm presuming the King lives in a world where magic (like Warlocks) is a thing. Ergo the audience chamber is dimensional locked (to stop teleportation) via [I]Hallow [/I]spell from the local friendly church, and the walls are lined with lead (to stop divination magic). The retainers are all Knights (probably lead by a Champion) plus Veterans and Guards, with a Mage or two on staff (with one likely on staff watching the whole thing with [I]detect magic [/I]running). These are basic defences. Remove curse works. And who cares? Even should the King die, he gets resurrected (500gp diamonds arent a big deal for the King - it barely covers the weekly maintence costs for the keep) and the Warlock gets hunted down and publicly hung. Its not a big deal. You dont need any agreements with your players here. Just hang them if they try (actions have consequences). Do it once, and they learn pretty fast. [/QUOTE]
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June Unearthed Arcana: Druid Shepherd, Fighter Cavalier, and Paladin of Conquest
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