Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Rocket your D&D 5E and Level Up: Advanced 5E games into space! Alpha Star Magazine Is Launching... Right Now!
Community
General Tabletop Discussion
*Dungeons & Dragons
Should I nerf a curse to save a PC?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Shiroiken" data-source="post: 6971191" data-attributes="member: 6775477"><p>If players accept that death is part of the game (and they should), you should let the chips fall where they may. To do otherwise is to deny the actual cost of poor decisions (and obviously they were not strong enough to take on the Mummy safely). While I am not a fan of it, there are ways to use this as an opportunity for new plots. </p><p></p><p>Currently, the players have to decide if they want to try and run the gauntlet of the kobolds or let their companion die. This creates an interesting RP opportunity for the party to decide where the character stands, and if the character is willing to die to keep the party from such danger (perhaps requesting a "clean" death by a trusted party member). If the party takes the risks, you can determine how much you want each of the rolls to be (within the tolerances) to make sure that it's possible for the character to make it. You can even set it up that the character will have 1 HP on the last day before safety, increasing the drama and tension. Make sure that you limit ranged attacks by the kobolds, so that the party can actually try to protect the druid during combat. If the party doesn't make it, create a legend of their heroic sacrifice to die as a group, rather than leave one behind.</p><p></p><p>Another option would be the fiendish pact. A demon or devil comes to the character is a dream, and offers to remove the curse... for a price. The price can be anything from their soul (preventing any future resurrection), a sacrifice (perhaps another PCs, if you're evil like me), promises to form a new cult to the fiend (bringing them into conflict with the forces of good), or "a favor at a later time" (my personal favorite). Make the deal seem appealing, but make sure to twist the terms against the PC after it's made <img src="http://www.enworld.org/forum/images/smilies/devil.png" class="smilie" loading="lazy" alt=":devil:" title="Devil :devil:" data-shortname=":devil:" /></p><p></p><p>A last option (my least favorite) to have there be a mcguffin (magic fountain, holy shrine, eldritch circle, whatever) somewhere nearby. The party then goes and gets the druid cured, but they discover the trip is one way. Now the characters have to find a way home, allowing you to make a totally new adventure (and the last one is a total failure). Planar travel can work (perhaps the Shadowfel or Feywild), or maybe they have to enter a magic portal to get there.</p></blockquote><p></p>
[QUOTE="Shiroiken, post: 6971191, member: 6775477"] If players accept that death is part of the game (and they should), you should let the chips fall where they may. To do otherwise is to deny the actual cost of poor decisions (and obviously they were not strong enough to take on the Mummy safely). While I am not a fan of it, there are ways to use this as an opportunity for new plots. Currently, the players have to decide if they want to try and run the gauntlet of the kobolds or let their companion die. This creates an interesting RP opportunity for the party to decide where the character stands, and if the character is willing to die to keep the party from such danger (perhaps requesting a "clean" death by a trusted party member). If the party takes the risks, you can determine how much you want each of the rolls to be (within the tolerances) to make sure that it's possible for the character to make it. You can even set it up that the character will have 1 HP on the last day before safety, increasing the drama and tension. Make sure that you limit ranged attacks by the kobolds, so that the party can actually try to protect the druid during combat. If the party doesn't make it, create a legend of their heroic sacrifice to die as a group, rather than leave one behind. Another option would be the fiendish pact. A demon or devil comes to the character is a dream, and offers to remove the curse... for a price. The price can be anything from their soul (preventing any future resurrection), a sacrifice (perhaps another PCs, if you're evil like me), promises to form a new cult to the fiend (bringing them into conflict with the forces of good), or "a favor at a later time" (my personal favorite). Make the deal seem appealing, but make sure to twist the terms against the PC after it's made :devil: A last option (my least favorite) to have there be a mcguffin (magic fountain, holy shrine, eldritch circle, whatever) somewhere nearby. The party then goes and gets the druid cured, but they discover the trip is one way. Now the characters have to find a way home, allowing you to make a totally new adventure (and the last one is a total failure). Planar travel can work (perhaps the Shadowfel or Feywild), or maybe they have to enter a magic portal to get there. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Should I nerf a curse to save a PC?
Top