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So tell me about the Book of Exalted Deeds in play
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<blockquote data-quote="rushlight" data-source="post: 1663516" data-attributes="member: 3801"><p>I've allowed the BoED in my game, with only a few exclusions.</p><p> </p><p>First, let me say that my campaign is very heavily focused in the "good vs. evil" spectrum, so this book fits in very well (as does the BoVD). I particularly like the chapter on specifically what "exalted" good means, and the beliefs and actions taken by someone of that nature. It really explains it well - far better than I could have myself. It's a perfect guide for players to have, so there isn't any confusion between what the DM thinks is "good" verses what the player considers "good".</p><p> </p><p>Anyway, the only things I'd removed from the book are the "good" poisons and diseases, and the PrC Servant of Barachaiel (or however you spell it). I tossed the poisons and diseases on principle - they just don't fit in my world. The PrC I tossed beacuse it was just tragically overpowered, especially at the level of my game. It's main class ability is to convert a baddie into a good guy - via a mechanic that pits the diplomacy check of the PrC verses a will save of the baddie. The problem is skill checks can far exceed will saves, and none of my players even had the ability to make the saves at the skill levels they would be using the ability at. </p><p> </p><p>On the Vow of Poverty, I can say that I had no problems. The key to this feature (and to the whole book really) is that if you start making exceptions, then you are giving the BoED stuff more power than they deserve. Neo, you said you don't want to restrict your players from having a quick heal potion handy - but they took <em>a Vow of Poverty</em>. Not a "Vow of not having the stuff my abilities duplicate - but I can still carry some useful stuff". VoP means they have <em>nothing</em> - and if that makes things difficult, well then that's just the path they chose. Life is hard in the big city. If you start making exceptions early, soon your players might be saying, "their character wouldn't be stupid - they'd add some magic items to help keep them alive along with those potions" - and by your rules, that logic would be sound. It's not that you are wrong (it's your game, and your rules) but it's just that you have given the VoP PC more power (just a little) than the designers intended. As long as someone adding BoED makes that decision with his eyes open, then that's fine.</p><p> </p><p>In short, the rules with this book were designed to go hand-in-hand with the roleplaying enforcement of "exalted good". If you choose not to do that, then you are tilting the board in their favor, and away from those PCs who did not choose the Exalted path. Also, be aware that the enforcement of "exalted good" could create intra-player tensions if all of the players are not on the same page. An Exalted character might cramp the style of a player who's just at the game to beat things. All in all, I'd say it's a welcome addition to my game - but that it's inclusion is very campaign specific.</p></blockquote><p></p>
[QUOTE="rushlight, post: 1663516, member: 3801"] I've allowed the BoED in my game, with only a few exclusions. First, let me say that my campaign is very heavily focused in the "good vs. evil" spectrum, so this book fits in very well (as does the BoVD). I particularly like the chapter on specifically what "exalted" good means, and the beliefs and actions taken by someone of that nature. It really explains it well - far better than I could have myself. It's a perfect guide for players to have, so there isn't any confusion between what the DM thinks is "good" verses what the player considers "good". Anyway, the only things I'd removed from the book are the "good" poisons and diseases, and the PrC Servant of Barachaiel (or however you spell it). I tossed the poisons and diseases on principle - they just don't fit in my world. The PrC I tossed beacuse it was just tragically overpowered, especially at the level of my game. It's main class ability is to convert a baddie into a good guy - via a mechanic that pits the diplomacy check of the PrC verses a will save of the baddie. The problem is skill checks can far exceed will saves, and none of my players even had the ability to make the saves at the skill levels they would be using the ability at. On the Vow of Poverty, I can say that I had no problems. The key to this feature (and to the whole book really) is that if you start making exceptions, then you are giving the BoED stuff more power than they deserve. Neo, you said you don't want to restrict your players from having a quick heal potion handy - but they took [i]a Vow of Poverty[/i]. Not a "Vow of not having the stuff my abilities duplicate - but I can still carry some useful stuff". VoP means they have [i]nothing[/i] - and if that makes things difficult, well then that's just the path they chose. Life is hard in the big city. If you start making exceptions early, soon your players might be saying, "their character wouldn't be stupid - they'd add some magic items to help keep them alive along with those potions" - and by your rules, that logic would be sound. It's not that you are wrong (it's your game, and your rules) but it's just that you have given the VoP PC more power (just a little) than the designers intended. As long as someone adding BoED makes that decision with his eyes open, then that's fine. In short, the rules with this book were designed to go hand-in-hand with the roleplaying enforcement of "exalted good". If you choose not to do that, then you are tilting the board in their favor, and away from those PCs who did not choose the Exalted path. Also, be aware that the enforcement of "exalted good" could create intra-player tensions if all of the players are not on the same page. An Exalted character might cramp the style of a player who's just at the game to beat things. All in all, I'd say it's a welcome addition to my game - but that it's inclusion is very campaign specific. [/QUOTE]
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