Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Pathfinder & Starfinder
keeping the 3.0 buffs - with a surgeon general's warning
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Sir Whiskers" data-source="post: 940136" data-attributes="member: 6941"><p>I'm not a fan of penalties that take away a player's control over his character - it's fine to put the character in difficult situations, but a GM should try never to take control of the character. This is one of the reasons I don't like the lycanthrope rules as written: one character I was playing became a wererat. He was more of a threat to the party than half the enemies we were facing and the most frustrating part was that there was no one in the module who could cure the character - as a player my only options were to create a new character, or run the old one and try my best never to be damaged in combat (yeah, right...) The role-playing penalties suggested for the old buff spells can easily cross this line, IMHO.</p><p></p><p>All that said, I like the idea of two types of spells, with the cruder versions having different drawbacks and benefits. One suggestion: after the old spell wears off, the recipient must make a save (Fort for physical stat, Will for mental) or suffer a penalty to the affected stat equal to the bonus received for the same amount of time the stat was boosted. In addition, the recipient has a -1 penalty to the save for every time the spell was cast upon him in the past 7 days.</p><p></p><p>Example: Erik the Strong has bull's strength cast on him by a 6th-level wizard. The wizard rolls +4 to Erik's strength. 6 hours later Erik must make a Fort save or suffer -4 to his strength for 6 hours. If the wizard throws this spell on Erik every day, then the Fort save will be at -7. BTW, this is only a drawback in campaigns where parties cannot always rest safely after a few encounters - there has to be a real risk of being in combat while the penalty is in effect.</p><p></p><p>Another option is to have the spells have reduced effect if used too often, say -1 to the 1d4+1 roll for every consecutive day in which the spell is cast on the same recipient. In this situation, the players would have to plan ahead, or possibly gain no benefit from the spell when it is most needed.</p></blockquote><p></p>
[QUOTE="Sir Whiskers, post: 940136, member: 6941"] I'm not a fan of penalties that take away a player's control over his character - it's fine to put the character in difficult situations, but a GM should try never to take control of the character. This is one of the reasons I don't like the lycanthrope rules as written: one character I was playing became a wererat. He was more of a threat to the party than half the enemies we were facing and the most frustrating part was that there was no one in the module who could cure the character - as a player my only options were to create a new character, or run the old one and try my best never to be damaged in combat (yeah, right...) The role-playing penalties suggested for the old buff spells can easily cross this line, IMHO. All that said, I like the idea of two types of spells, with the cruder versions having different drawbacks and benefits. One suggestion: after the old spell wears off, the recipient must make a save (Fort for physical stat, Will for mental) or suffer a penalty to the affected stat equal to the bonus received for the same amount of time the stat was boosted. In addition, the recipient has a -1 penalty to the save for every time the spell was cast upon him in the past 7 days. Example: Erik the Strong has bull's strength cast on him by a 6th-level wizard. The wizard rolls +4 to Erik's strength. 6 hours later Erik must make a Fort save or suffer -4 to his strength for 6 hours. If the wizard throws this spell on Erik every day, then the Fort save will be at -7. BTW, this is only a drawback in campaigns where parties cannot always rest safely after a few encounters - there has to be a real risk of being in combat while the penalty is in effect. Another option is to have the spells have reduced effect if used too often, say -1 to the 1d4+1 roll for every consecutive day in which the spell is cast on the same recipient. In this situation, the players would have to plan ahead, or possibly gain no benefit from the spell when it is most needed. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
keeping the 3.0 buffs - with a surgeon general's warning
Top