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Sorry, we'll have to amputate your arms. Oh, and your legs too.
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<blockquote data-quote="Lord Pendragon" data-source="post: 101474" data-attributes="member: 707"><p>Okay, so you know he'll eventually have the opportunity to regrow the limbs one way or another (through the party cleric). What you seem to be asking is, <em>how can I make him <strong>want</strong> to keep these mechanical limbs?</em></p><p></p><p>This is going to be based entirely on the player's RPing. If the player has more fun with the numeric side of D&D, then the suggested bonuses you're offering seem a very nice lure for him to keep the limbs.</p><p></p><p>If, on the other hand, he focuses on his character's personality, you may have a bigger problem. Quite simply, as you yourself stated, most people have a problem with becoming cyborgs. Should the player decide that his PC is one of these, then he's going to pass up all the great powers in the world to get those flesh-and-bone arms and legs back where they belong!</p><p></p><p>Myself, of the two characters I play, I could see one accepting a <em>single</em> mechanical arm, if its combat bonuses were impressive. (He's very focused on his life-goal---killing demons, and this would help that goal.) But not more. And the other PC wouldn't accept any mechanization at all.</p><p></p><p>So first I suggest you consider the dwarf in question. Will combat/skill bonuses be enough to get him to accept being a half-dwarf, half-machine? If not, then stick with what you've got, it's good enough to balance the items lost, and he'll be ditching the robo-limbs at the first opportunity anyway. If so, then I'd suggest dumping most of the antimagic penalties, keeping the rest as is, and leaving it at that.</p><p></p><p>The beauty of machinery: if it turns out that what you've given is too powerful, you can always have some of it break down. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite8" alt=":D" title="Big grin :D" loading="lazy" data-shortname=":D" /></p></blockquote><p></p>
[QUOTE="Lord Pendragon, post: 101474, member: 707"] Okay, so you know he'll eventually have the opportunity to regrow the limbs one way or another (through the party cleric). What you seem to be asking is, [i]how can I make him [b]want[/b] to keep these mechanical limbs?[/i] This is going to be based entirely on the player's RPing. If the player has more fun with the numeric side of D&D, then the suggested bonuses you're offering seem a very nice lure for him to keep the limbs. If, on the other hand, he focuses on his character's personality, you may have a bigger problem. Quite simply, as you yourself stated, most people have a problem with becoming cyborgs. Should the player decide that his PC is one of these, then he's going to pass up all the great powers in the world to get those flesh-and-bone arms and legs back where they belong! Myself, of the two characters I play, I could see one accepting a [i]single[/i] mechanical arm, if its combat bonuses were impressive. (He's very focused on his life-goal---killing demons, and this would help that goal.) But not more. And the other PC wouldn't accept any mechanization at all. So first I suggest you consider the dwarf in question. Will combat/skill bonuses be enough to get him to accept being a half-dwarf, half-machine? If not, then stick with what you've got, it's good enough to balance the items lost, and he'll be ditching the robo-limbs at the first opportunity anyway. If so, then I'd suggest dumping most of the antimagic penalties, keeping the rest as is, and leaving it at that. The beauty of machinery: if it turns out that what you've given is too powerful, you can always have some of it break down. :D [/QUOTE]
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Sorry, we'll have to amputate your arms. Oh, and your legs too.
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