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Question about Divination School and Old Marvel RPG Karma
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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 315224" data-attributes="member: 710"><p>If you don't want to screw the balance, I recommend that you give everything the players can get also to NPCs.</p><p></p><p>If you give out reroll abilities (I think that is one of the best benefits you can get.), than allow the same for NPCs. </p><p></p><p>A very intelligent or charismatic player can often compensate for bad character abilities and skills, so he won`t probably really need extra skill. Just let him roleplay the situation, and than give him a little bonus to his roll (if you really want to base it on the role, which would be fair to other players, who may be not so eleqount, but bought the skills)</p><p></p><p>(In our group, the general concensus is, that you can use a skill for something - Taunt, Feint or anything like that and just roll the die, or you say what you're doing, and if it's good, you gain a bonus - NEVER a penalty)</p><p></p><p>For Divinatin Magic:</p><p>There are several Divination powers and spells that DMs don`t like:</p><p>Detect Evil is very famous. Just rule, that in your world, being evil does not mean that everybody may kill you. There must be proof for evil (or, most the time, unlawful, because the authorities must be convinced) deeds, making it very difficult to openly fight with lawful evil enemies. (That will make great plan to get to their power). </p><p>Many monsters in the DMG are of evil alignment. Change this, and explain that, so many of them might be evil, that this isn`t always the way, and confront the players with good kobolds, goblins and orcs, so that they are careful about these things.</p><p></p><p>Against most spells, there are countermeasures (Nondetection, Mind Blank, and so on), so directly using spell on persons might fail. </p><p></p><p>Than, there are situations in which divination spells should prove very useful and might be the only way to solve an adventure - Look at montecook.com for advises on how to use the player powers, instead of screwing them. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Mustrum Ridcully</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 315224, member: 710"] If you don't want to screw the balance, I recommend that you give everything the players can get also to NPCs. If you give out reroll abilities (I think that is one of the best benefits you can get.), than allow the same for NPCs. A very intelligent or charismatic player can often compensate for bad character abilities and skills, so he won`t probably really need extra skill. Just let him roleplay the situation, and than give him a little bonus to his roll (if you really want to base it on the role, which would be fair to other players, who may be not so eleqount, but bought the skills) (In our group, the general concensus is, that you can use a skill for something - Taunt, Feint or anything like that and just roll the die, or you say what you're doing, and if it's good, you gain a bonus - NEVER a penalty) For Divinatin Magic: There are several Divination powers and spells that DMs don`t like: Detect Evil is very famous. Just rule, that in your world, being evil does not mean that everybody may kill you. There must be proof for evil (or, most the time, unlawful, because the authorities must be convinced) deeds, making it very difficult to openly fight with lawful evil enemies. (That will make great plan to get to their power). Many monsters in the DMG are of evil alignment. Change this, and explain that, so many of them might be evil, that this isn`t always the way, and confront the players with good kobolds, goblins and orcs, so that they are careful about these things. Against most spells, there are countermeasures (Nondetection, Mind Blank, and so on), so directly using spell on persons might fail. Than, there are situations in which divination spells should prove very useful and might be the only way to solve an adventure - Look at montecook.com for advises on how to use the player powers, instead of screwing them. :) Mustrum Ridcully [/QUOTE]
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