roleplaying stat boosts & consequences thereof?

What possible drawbacks should stat boost spells have?

  • None, stop ruining my fun!

    Votes: 14 43.8%
  • Players should be rewarded for roleplaying the expereince, but no effects should be imposed.

    Votes: 13 40.6%
  • "Overshoot" effects for physical boosts.

    Votes: 3 9.4%
  • Adjustment time for mental boosts.

    Votes: 3 9.4%
  • Physical aftereffects (fatigue, clumsyness).

    Votes: 7 21.9%
  • Mental aftereffects (depression, confusion).

    Votes: 6 18.8%
  • Possible addiction.

    Votes: 9 28.1%
  • Other (describe).

    Votes: 0 0.0%
  • "You know you have to balance the spells if you throw in negitives like this..."

    Votes: 7 21.9%

Zogg said:

I'm with Kahuna when he says it would be nice to see some RP effects from stat-boosting items. Let's face it, out of character gamers are often ferocious about obtaining bigger and better items and having the most buffed character out there - if a gamer chooses to play that way, why should his PC be any different?

She. :p

"you know it started out just getting the Splendor in the dungeon... made my spells hit harder, my music was more effective... But it felt good, too, ya know? Like I could FEEL how much more convincing I was, how much stronger I was inside. And then I started asking the casters to Splendor me up before my peformances in town... it made the tips bigger and thats good for the whole party right? But then I started feeling like I wasn't good enough to perform without it - I HAD to have a Splendor on or I was convinced I sucked, and hey, I could tell the difference in how I was doing, surely they could too? Pretty soon it wasn't just performance, it was like I wasn't good enough - the real me, without the Splendor. I'd ask for a spell first thing in the morning, and when I couldn't stand to wait for the prparation, I started begging the casters to make potions I could just drink as I woke up... When one of them told me I was wasting party resources, I just lost it. I'm ashamed of what I did to him that morning, but I have to take responsibility for it. I just hit my rock bottom, you know? I had to turn my life around..."

Kahuna Burger
 

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Re: Re: Re: roleplaying stat boosts & consequences thereof?

Kahuna Burger said:
Or you rule that if he rolls over what he needs for his jump check, he really does overshoot the mark first time he tries it... :cool:

Oh yeah. I've done that. Not so it harms the player other than a bruising of the ego but it makes for some fun roleplaying moments, to be sure! :)

Kahuna Burger said:

That cheese must have been a bit runnier than I like anyway... :p
 
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:)

I chose only: "Players should be rewarded for roleplaying the experience, but no effects should be imposed."

It's great when my players have roleplayed, and I try to when I'm a player, but some people who show up at the table just want to have fun... So I don't push the "you're not roleplaying" thing too much in the form of additional game penalties (except things like feeblemind...not boosts) The +4 to a stat is a bonus, I believe, and should be a good thing--getting an intelligence boost via magic will help you, because that's what the magic was made to do.

As a DM I do, however, describe the feelings the characters get when their ability scores raise or dwindle in the hopes of spurring some roleplay. Some examples:

Strength: Raised: "Your equipment and weapon feel a lot lighter...cutting through that goblin felt like cutting through water." Penalized: "Even the air seems heavier around you..." Raised effect over: "Your muscles twitch for a minute as your body adjusts to your old musculature." Penalty over: "You feel like you could jump a mile!"

Dexterity: Raised: "You movements feel a lot more coordinated, like your body has been physically put in tune..." Penalized: "Your movements are stiffer...your muscles are slow to react to your intentions..." Raised effect over: "Your body tingles." Penalty over: see "raised"

Constitution: Raised: "That slight headache you've been tolerating all morning vanishes...you feel incredibly robust." Penalized: "The air seems a lot colder, and feel a sliver of bile rise in your throat." Raised effect over: "Aw...here comes the migraine." Penalty over: "You take a deep breath, this time without coughing!"

Intelligence: Raised: "Your memory feels strengthened...you now remember where you put the keys to the wagon!" Penalized: "You look at your party, and forget how to pronounce half their names..." Raised effectover: "Where are those keys?" Penalty over: "You bend over and tie your boots, now that you refigured how to."

Wisdom: Raised: "Things seems sharper...you can feel the air move around you, and pick up your party's body language much better..." Penalized: "Your head feels sleepy and slow to react; Krenth has called your name five times, and you didn't even hear it..." Raised effect over: "Your instincts feel stunted...you're not sure if that's a good thing or not." Penalty over: "You feel as if your mind has left a fog! Things seem so much clearer...birds chirping, clouds moving..."

Charisma: Raised: "You feel incredibly confident...people around you seem easier to manipulate." Penalized: "You feel a little insecure...and your peers don't seem to be noticing you as much." Raised effect over: "You fart. ;)" Penalized over: "You can't help but smile dramatically...the curse is gone, and every knows it."

If the PCs don't roleplay the penalties, that's pretty crappy. But I don't think they necessarily have to roleplay the bonuses.

As an aside, what effect does an eagle's splendor have on a toad or horse? How do you describe that? :)
 
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Chronosome said:

As an aside, what effect does an eagle's splendor have on a toad or horse? How do you describe that? :)

"The horse throws its head back and whinnies, instantly grabbing your attention. It's eyes almost glow with an inner fire, and in spite of the bit and saddle, you feel that your relationship has somehow been equalized...." I'd give the players the impression that the animal had gained in some other way, perhaps inteligence or some magical ability. Since charisma also indicates (to some extent) inner confidence and strength, there's a good chance a domesticated animal that had been 'broken' rather than befriended in its training will break from that training.

Kahuna Burger

(or was that rhetorical? ;) )
 

After some consideration, I'm thinking what I'll do in my campaign is introduce the watered down 1 min/level stat boosts with all the 'no worries, no side effects' simplicity some people perfer. The variable 1 hr/level boosts will also be available, but with the characters understanding that these are a more raw, unpredictable version of the spells, which may have unexpected effects and are known to induce a "hangover" after use... Addiction to these spells will also be a serious possibility depending on regularity of use. Prolly should take this over to house rules at this point...

Kahuna Burger
 

Well, I like the idea of addiction, but it just won't sit well with most players as far as I see. Otherwise, if there's a spell that can make you more able than you usually are, would you not want it on you all the time? It'd probably get to the point where you'd feel inadequate without it...
 

Kahuna Burger said:


"The horse throws its head back and whinnies, instantly grabbing your attention. It's eyes almost glow with an inner fire, and in spite of the bit and saddle, you feel that your relationship has somehow been equalized...." I'd give the players the impression that the animal had gained in some other way, perhaps inteligence or some magical ability. Since charisma also indicates (to some extent) inner confidence and strength, there's a good chance a domesticated animal that had been 'broken' rather than befriended in its training will break from that training.

Kahuna Burger

(or was that rhetorical? ;) )

Sweet! :D
 

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