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General Tabletop Discussion
*Dungeons & Dragons
Madness Prestige Domain too powerful?
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<blockquote data-quote="Pielorinho" data-source="post: 96279" data-attributes="member: 259"><p>WOTC has a basic principle: don't balance game mechanic advantages with roleplaying disadvantages.</p><p></p><p>This is a good principle to throw away, if you're comfortable doing so. If he wants the madness domain, consider letting him keep it -- but he's got to roleplay madness. And it won't be fun.</p><p></p><p>Suggestions:</p><p>-he can develop phobias that require will saves to resist. He doesn't get to choose the phobias; rather, have them develop out of game play (e.g., if someone drops magical darkness on him prior to an attack, require a will save not to become panicked whenever he's in darkness, and don't allow him to get sufficient rest for spellcasting if he's trying to sleep in a dark room).</p><p>-He becomes paranoid of the people around him. Pretending that he's not paranoid is mentally exhausting; if he plays through a scene as if he's not paranoid, he's fatigued at the end of the scene.</p><p>-Get the cooperation of the other players, and play through some of his nightmares (they get to play evil dream-versions of themselves).</p><p></p><p>Ravenloft has some great insanity rules; I'm guessing Call of Cthulhu will as well.</p><p></p><p>It sounds as if he's playing madness as something fun and inconsequential. Make it dark and scary, and it'll be more fun for everyone.</p><p></p><p>Daniel</p></blockquote><p></p>
[QUOTE="Pielorinho, post: 96279, member: 259"] WOTC has a basic principle: don't balance game mechanic advantages with roleplaying disadvantages. This is a good principle to throw away, if you're comfortable doing so. If he wants the madness domain, consider letting him keep it -- but he's got to roleplay madness. And it won't be fun. Suggestions: -he can develop phobias that require will saves to resist. He doesn't get to choose the phobias; rather, have them develop out of game play (e.g., if someone drops magical darkness on him prior to an attack, require a will save not to become panicked whenever he's in darkness, and don't allow him to get sufficient rest for spellcasting if he's trying to sleep in a dark room). -He becomes paranoid of the people around him. Pretending that he's not paranoid is mentally exhausting; if he plays through a scene as if he's not paranoid, he's fatigued at the end of the scene. -Get the cooperation of the other players, and play through some of his nightmares (they get to play evil dream-versions of themselves). Ravenloft has some great insanity rules; I'm guessing Call of Cthulhu will as well. It sounds as if he's playing madness as something fun and inconsequential. Make it dark and scary, and it'll be more fun for everyone. Daniel [/QUOTE]
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Madness Prestige Domain too powerful?
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