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<blockquote data-quote="edbonny" data-source="post: 166301" data-attributes="member: 1119"><p>Au contraire! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>The rules on drugs have been an absolute hit in my Realms campaign... From Thayan merchants to subversive sects and religions, my players are frequently tested with temptations from these areas... And when going against a dragon or equally powerful foe, who wouldn't want a cheap, easily accessible, easily replaceable power boost?</p><p></p><p>Most recently in my campaign, a high-level NPC druid in my campaign was addicted with no PC aware of this fact. He began to send out the party on missions to retrieve unusual "natural spell components" for a new spell he was creating. Of course, the party found out later they were just feeding the druid's addiction.. but it is how they all reacted after learning this which made for great gaming. A wonderful test of alignment.</p><p></p><p>I am curious as to what in particular you do not like about the rules for Faerunian "controlled substances." I see many RP possibilities... plus the new mechanics add a random element to battles and other die-rolling events (i.e. Does a character in possession of a strength-enhancing weed use it at the start of the battle, or struggle with using it until there are no other options?).</p><p></p><p>- Ed</p></blockquote><p></p>
[QUOTE="edbonny, post: 166301, member: 1119"] Au contraire! ;) The rules on drugs have been an absolute hit in my Realms campaign... From Thayan merchants to subversive sects and religions, my players are frequently tested with temptations from these areas... And when going against a dragon or equally powerful foe, who wouldn't want a cheap, easily accessible, easily replaceable power boost? Most recently in my campaign, a high-level NPC druid in my campaign was addicted with no PC aware of this fact. He began to send out the party on missions to retrieve unusual "natural spell components" for a new spell he was creating. Of course, the party found out later they were just feeding the druid's addiction.. but it is how they all reacted after learning this which made for great gaming. A wonderful test of alignment. I am curious as to what in particular you do not like about the rules for Faerunian "controlled substances." I see many RP possibilities... plus the new mechanics add a random element to battles and other die-rolling events (i.e. Does a character in possession of a strength-enhancing weed use it at the start of the battle, or struggle with using it until there are no other options?). - Ed [/QUOTE]
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