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Question about Divination School and Old Marvel RPG Karma
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<blockquote data-quote="CrusadeDave" data-source="post: 315183" data-attributes="member: 6716"><p>Ever try running the Sentinel Future Campaign? That was amazing setting material.</p><p></p><p></p><p></p><p>When I first started converting the Setting Search to a campaign, I think I was overly fearful, but I came up with this great idea for a "divination purge" on the party, and why they'd want to keep it, once they had the ability to get rid of it after the Bait and Switch with the Big Bad, and....... </p><p></p><p></p><p></p><p>I would never do that. That's similar to never letting a Ranger's favored enemy show up. I think I mentioned that I would never do this to a Diviner. But do you think I should maybe give a warning saying that, I have a low level of Divination in the world before character creation? Or if anyone starts talking about playing a Wizard and working towards Loremaster, or playing a Diviner, pull him aside and explain to her that isn't a good idea.</p><p></p><p></p><p></p><p>That's what I was leaning towards, but didn't know if this was just my Marvel bias coming out. Getting Reds when you needed them really inspired agressive, heroic play knowing you could be really creative and risky, when you really needed it.</p><p></p><p>Knowing how you played with Karma and I were very similar, how do you think rerolls, would play out, and how rare should the award be? Should I limit them to specific types of rolls or let them use a generic +3 on any Attack, damage, initiative, hit dice, or save rolls? I mean, if you had this little, +3 card, that you could whip at the DM, where would you use it? And would you allow it before or after the rolll? </p><p></p><p>Thanks.</p></blockquote><p></p>
[QUOTE="CrusadeDave, post: 315183, member: 6716"] Ever try running the Sentinel Future Campaign? That was amazing setting material. When I first started converting the Setting Search to a campaign, I think I was overly fearful, but I came up with this great idea for a "divination purge" on the party, and why they'd want to keep it, once they had the ability to get rid of it after the Bait and Switch with the Big Bad, and....... I would never do that. That's similar to never letting a Ranger's favored enemy show up. I think I mentioned that I would never do this to a Diviner. But do you think I should maybe give a warning saying that, I have a low level of Divination in the world before character creation? Or if anyone starts talking about playing a Wizard and working towards Loremaster, or playing a Diviner, pull him aside and explain to her that isn't a good idea. That's what I was leaning towards, but didn't know if this was just my Marvel bias coming out. Getting Reds when you needed them really inspired agressive, heroic play knowing you could be really creative and risky, when you really needed it. Knowing how you played with Karma and I were very similar, how do you think rerolls, would play out, and how rare should the award be? Should I limit them to specific types of rolls or let them use a generic +3 on any Attack, damage, initiative, hit dice, or save rolls? I mean, if you had this little, +3 card, that you could whip at the DM, where would you use it? And would you allow it before or after the rolll? Thanks. [/QUOTE]
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