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<blockquote data-quote="Waterbizkit" data-source="post: 8107438" data-attributes="member: 6802604"><p>I'd be lying outright if I said it always resulted in spectacular story moments, but I do feel it can lead to significantly more decision points for the players depending on the situation, and those in turn can impact the story. I find this particularly true on the clerical side of things, though perhaps that's where I notice it most because I run fairly brutal combats where I'm not afraid to use intelligent enemies intelligently. I do things like focus on downed characters that are still a perceived threat should they rejoin the fight, altering tactics based on what the PCs are actually doing, up to and including retreat to a stronger position (even if this means leaving the "battle map") or altering positions and patrols if the PCs do something like attack, clear an area partially and then leave. But I'm getting off track a bit.</p><p></p><p>When a Greater Restoration is actually going to cost 100gp in diamond dust per casting, Heroes Feast a 1,000gp gem-encrusted bowl per casting, or even a simple Revivify costing 300gp in diamonds per casting and you make the players consider that, they have to plan accordingly. I mean it's no wonder some folk think it's harder to threaten PCs after the first few levels in 5E if they're letting Clerics sling free Revivifies left & right. And I'm not out to kill the PCs, but I want to challenge them and the more they have to think ahead about this kind of stuff, the more they have to be prepared to both plan ahead and to alter those plans should things go sideways.</p><p></p><p>You can still say the same for more "arcane" casters though. Take something like Simulacrum. If the spell actually cost 1,500gp in powdered ruby every time it got cast, that's not necessarily something that will get abused or, if nothing else, not something the player won't take into some consideration. Or what about Teleportation Circle? In my games, and this will obviously vary for table to table so may not be applicable, I typically make sure the PCs have ample chance to befriend NPCs that will grant them access to various circles they can use as return points so they can get back to these important places/people from wherever they may be. Being able to extricate yourself from the middle of nowhere once the quest is completed is great... so long as you have that 50gp worth of chalks and inks which the spell will gobble up... if not be prepared to hoof it back to civilization.</p><p></p><p>From time to time this kind of thing leads to interesting story moments. Not being able to revive a downed ally has caused players to turn back, which in turn had lead to alterations in the adventure site, like more enemies and reinforced areas, or major alterations to the story where the PCs return and the place has cleared out... the evil ritual was completed, the enemies absconded with the precious McGuffin or maybe they just took all the generic, but still ultimately valuable treasure and scarpered off before the players could return. Likewise walking home when you thought you were going to be able to "bampf" back can lead to all kinds of fun and interesting things. </p><p></p><p>Lastly, and quickly, yes, my players seem to like it overall. I've not heard complaints and when they're planning ahead and I hear them considering things like "Well, I have three spell slots for X, but I only have enough of Y component to cast it once..." it seems to be adding that extra layer I usually hope that it will.</p><p></p><p>Anyway, I've rambled on longer than intended. That's my two bits. Hope it's helpful or at least mildly interesting.</p></blockquote><p></p>
[QUOTE="Waterbizkit, post: 8107438, member: 6802604"] I'd be lying outright if I said it always resulted in spectacular story moments, but I do feel it can lead to significantly more decision points for the players depending on the situation, and those in turn can impact the story. I find this particularly true on the clerical side of things, though perhaps that's where I notice it most because I run fairly brutal combats where I'm not afraid to use intelligent enemies intelligently. I do things like focus on downed characters that are still a perceived threat should they rejoin the fight, altering tactics based on what the PCs are actually doing, up to and including retreat to a stronger position (even if this means leaving the "battle map") or altering positions and patrols if the PCs do something like attack, clear an area partially and then leave. But I'm getting off track a bit. When a Greater Restoration is actually going to cost 100gp in diamond dust per casting, Heroes Feast a 1,000gp gem-encrusted bowl per casting, or even a simple Revivify costing 300gp in diamonds per casting and you make the players consider that, they have to plan accordingly. I mean it's no wonder some folk think it's harder to threaten PCs after the first few levels in 5E if they're letting Clerics sling free Revivifies left & right. And I'm not out to kill the PCs, but I want to challenge them and the more they have to think ahead about this kind of stuff, the more they have to be prepared to both plan ahead and to alter those plans should things go sideways. You can still say the same for more "arcane" casters though. Take something like Simulacrum. If the spell actually cost 1,500gp in powdered ruby every time it got cast, that's not necessarily something that will get abused or, if nothing else, not something the player won't take into some consideration. Or what about Teleportation Circle? In my games, and this will obviously vary for table to table so may not be applicable, I typically make sure the PCs have ample chance to befriend NPCs that will grant them access to various circles they can use as return points so they can get back to these important places/people from wherever they may be. Being able to extricate yourself from the middle of nowhere once the quest is completed is great... so long as you have that 50gp worth of chalks and inks which the spell will gobble up... if not be prepared to hoof it back to civilization. From time to time this kind of thing leads to interesting story moments. Not being able to revive a downed ally has caused players to turn back, which in turn had lead to alterations in the adventure site, like more enemies and reinforced areas, or major alterations to the story where the PCs return and the place has cleared out... the evil ritual was completed, the enemies absconded with the precious McGuffin or maybe they just took all the generic, but still ultimately valuable treasure and scarpered off before the players could return. Likewise walking home when you thought you were going to be able to "bampf" back can lead to all kinds of fun and interesting things. Lastly, and quickly, yes, my players seem to like it overall. I've not heard complaints and when they're planning ahead and I hear them considering things like "Well, I have three spell slots for X, but I only have enough of Y component to cast it once..." it seems to be adding that extra layer I usually hope that it will. Anyway, I've rambled on longer than intended. That's my two bits. Hope it's helpful or at least mildly interesting. [/QUOTE]
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