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Mearls' Legends and Lore (or, "All Roads Lead to Rome, Redux")
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<blockquote data-quote="LostSoul" data-source="post: 5500479" data-attributes="member: 386"><p>I agree. PC-based DCs can <em>help</em> you achieve thematic play but on its own it's not really going to do much. You need to do more.</p><p></p><p>I think Warlocks are a good example:</p><p></p><p style="margin-left: 20px">However you came to your arcane knowledge, you need not accept the poor reputation warlocks sometimes endure. You could be a libram-toting scholar captivated by ominous lore, a foot-loose wanderer searching for elusive ultimate truths, a devil-touched hunter using infernal spells to eliminate evil, or even a black-clad mercenary who uses sinister trappings to discourage prying strangers and unwanted attention. On the other hand, you could be a true diabolist using your gifts to tyrannize the weak—some warlocks unfortunately are exactly that.</p><p></p><p>What that says to me is that you can ignore your pact and any in-game consequences that might have been brought up. The nasty things you do aren't part of the "economy" of the game and can easily be ignored - even if you want to focus on them.</p><p></p><p>I always thought Warlocks were cool but this grated at me; in my hack, I specify a Warlock's "Pact Obligation" - what the PC needs to do in order to refresh "Daily" spells and level up. It's usually pretty horrendous. That brings the pact into the game's economy and makes it an important part of play.</p><p></p><p>Of course, that by itself doesn't guarantee thematic play either! My hack is aimed at "Step on Up" play. While I could use this "Pact Obligation" to get more thematic play, I'd change other aspects of the game in order to deliver that kind of fun.</p></blockquote><p></p>
[QUOTE="LostSoul, post: 5500479, member: 386"] I agree. PC-based DCs can [i]help[/i] you achieve thematic play but on its own it's not really going to do much. You need to do more. I think Warlocks are a good example: [indent]However you came to your arcane knowledge, you need not accept the poor reputation warlocks sometimes endure. You could be a libram-toting scholar captivated by ominous lore, a foot-loose wanderer searching for elusive ultimate truths, a devil-touched hunter using infernal spells to eliminate evil, or even a black-clad mercenary who uses sinister trappings to discourage prying strangers and unwanted attention. On the other hand, you could be a true diabolist using your gifts to tyrannize the weak—some warlocks unfortunately are exactly that.[/indent] What that says to me is that you can ignore your pact and any in-game consequences that might have been brought up. The nasty things you do aren't part of the "economy" of the game and can easily be ignored - even if you want to focus on them. I always thought Warlocks were cool but this grated at me; in my hack, I specify a Warlock's "Pact Obligation" - what the PC needs to do in order to refresh "Daily" spells and level up. It's usually pretty horrendous. That brings the pact into the game's economy and makes it an important part of play. Of course, that by itself doesn't guarantee thematic play either! My hack is aimed at "Step on Up" play. While I could use this "Pact Obligation" to get more thematic play, I'd change other aspects of the game in order to deliver that kind of fun. [/QUOTE]
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Mearls' Legends and Lore (or, "All Roads Lead to Rome, Redux")
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