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Should I nerf a curse to save a PC?
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<blockquote data-quote="Hawk Diesel" data-source="post: 6970987" data-attributes="member: 59848"><p>You don't have to nerf the curse, necessarily. But it is somewhat unfair to put the players in situations that they can't in some way get out of. That said, as the DM it is your choice if you want to be strict in interpreting the rules, or flexible. It's just a matter of allowing your players some creativity. For example, they may not have access to the remove curse spell. But perhaps the party healer could channel some raw healing magic to hold the curse at bay, if not temporarily alleviate some of the effects. Mechanically, it could be that the player loses/dedicates a spell slot to hold the curse at bay. The player loses that spell slot until the curse is removed, in a sense binding the curse with the spell slot. The higher the spell slot, the greater the number of max hit points return (though don't completely negate the curse. You still want it's effect to be felt).</p><p></p><p>Or a player may attempt to use their own life force, perhaps through a medicine check, to share the curse, allowing one or more players to spread the effects between them. </p><p></p><p>Or maybe through a religion/arcana check, a player can remember some ritual that won't cure it, but temporarily abate it at the cost that it could potentially become a "living curse" that has sentience and wants to spread across the world.</p><p></p><p>There are countless ways to creatively solve the problem if you are willing to let the solution be something other than "cast remove curse" or "find a scroll of remove curse." The best way to do it is pose the question to the players, and reward them for their creativity.</p></blockquote><p></p>
[QUOTE="Hawk Diesel, post: 6970987, member: 59848"] You don't have to nerf the curse, necessarily. But it is somewhat unfair to put the players in situations that they can't in some way get out of. That said, as the DM it is your choice if you want to be strict in interpreting the rules, or flexible. It's just a matter of allowing your players some creativity. For example, they may not have access to the remove curse spell. But perhaps the party healer could channel some raw healing magic to hold the curse at bay, if not temporarily alleviate some of the effects. Mechanically, it could be that the player loses/dedicates a spell slot to hold the curse at bay. The player loses that spell slot until the curse is removed, in a sense binding the curse with the spell slot. The higher the spell slot, the greater the number of max hit points return (though don't completely negate the curse. You still want it's effect to be felt). Or a player may attempt to use their own life force, perhaps through a medicine check, to share the curse, allowing one or more players to spread the effects between them. Or maybe through a religion/arcana check, a player can remember some ritual that won't cure it, but temporarily abate it at the cost that it could potentially become a "living curse" that has sentience and wants to spread across the world. There are countless ways to creatively solve the problem if you are willing to let the solution be something other than "cast remove curse" or "find a scroll of remove curse." The best way to do it is pose the question to the players, and reward them for their creativity. [/QUOTE]
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Should I nerf a curse to save a PC?
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