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Mysteries, Zone of Truth, and Savvy Players?
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<blockquote data-quote="Imaculata" data-source="post: 8007875" data-attributes="member: 6801286"><p>I think this is also a fair point. You either run with it and design the mystery around the spell, or you agree not to allow the spell.</p><p></p><p>When I started my pirate campaign, I agreed with my players that they would not choose any race that could naturally breath underwater, or use flying spells. I explained to them that the campaign was meant to revolve around the threat of water and I didn't want that threat diminished so easily. I wanted them to do a lot of sailing, and to deal with water in some manner, by using what the game had to offer. Spells that provided underwater breathing however, or shape shifting into a shark, were perfectly fine. </p><p></p><p>I think it can work fine if you can get your players on board with such an idea.</p></blockquote><p></p>
[QUOTE="Imaculata, post: 8007875, member: 6801286"] I think this is also a fair point. You either run with it and design the mystery around the spell, or you agree not to allow the spell. When I started my pirate campaign, I agreed with my players that they would not choose any race that could naturally breath underwater, or use flying spells. I explained to them that the campaign was meant to revolve around the threat of water and I didn't want that threat diminished so easily. I wanted them to do a lot of sailing, and to deal with water in some manner, by using what the game had to offer. Spells that provided underwater breathing however, or shape shifting into a shark, were perfectly fine. I think it can work fine if you can get your players on board with such an idea. [/QUOTE]
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