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Community
General Tabletop Discussion
*Dungeons & Dragons
Starting with Magic Items in OOA (Spoilers)
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<blockquote data-quote="Pauper" data-source="post: 6735745" data-attributes="member: 17607"><p>Let's nip this one in the bud right freakin' now.</p><p></p><p>If a player asks if he can bring a pre-existing character into Out of the Abyss, and you as DM respond, "Sure, but the character loses all of his gear in the introduction and might never get it back," <em>and the player decides to bring in the character anyway</em>, that is not "punishment" -- that is the player making a decision and having to live with the consequences of that decision. If losing his character's magic items permanently would be such a blow to him, he can and should make the decision to bring in a different character who doesn't have magical gear.</p><p></p><p>The 'we don't have time to search all the rooms' problem is a different issue. This is more of a problem with trying to use a module where, ideally, the characters would slowly accumulate information and hidden gear prior to making their break-out attempt (see Stalag 17, The Great Escape, etc., for movie references to this sort of scenario), but presenting this scenario in an environment where such a slow-moving prologue would likely cause new and novice players not to return for subsequent weeks, so instead the typical party just goes for broke and tries an action-oriented break-out that doesn't lead to detailed investigation. If the party decides they're getting out of the prison *now*, regardless of their preparations, the DM isn't obligated to provide them a map of the complex so that they might choose to treat the prison as a dungeon and collect all the loot -- showing the party the quickest way out of the prison and letting them follow that route is entirely defensible.</p><p></p><p>(As an aside, when I ran the breakout for my home game, I specified that the armor in the armory was drow-sized, and players who weren't the right size or shape for the drow armor would be considered non-proficient with that armor until they got the armor re-sized -- see Variant: Equipment Sizes in the PH/Basic Rules. The party still took the armor, but the need to find an armorer motivated them to make a bee-line toward the nearest settlement instead of simply wandering without purpose through the Underdark.)</p><p></p><p>--</p><p>Pauper</p></blockquote><p></p>
[QUOTE="Pauper, post: 6735745, member: 17607"] Let's nip this one in the bud right freakin' now. If a player asks if he can bring a pre-existing character into Out of the Abyss, and you as DM respond, "Sure, but the character loses all of his gear in the introduction and might never get it back," [i]and the player decides to bring in the character anyway[/i], that is not "punishment" -- that is the player making a decision and having to live with the consequences of that decision. If losing his character's magic items permanently would be such a blow to him, he can and should make the decision to bring in a different character who doesn't have magical gear. The 'we don't have time to search all the rooms' problem is a different issue. This is more of a problem with trying to use a module where, ideally, the characters would slowly accumulate information and hidden gear prior to making their break-out attempt (see Stalag 17, The Great Escape, etc., for movie references to this sort of scenario), but presenting this scenario in an environment where such a slow-moving prologue would likely cause new and novice players not to return for subsequent weeks, so instead the typical party just goes for broke and tries an action-oriented break-out that doesn't lead to detailed investigation. If the party decides they're getting out of the prison *now*, regardless of their preparations, the DM isn't obligated to provide them a map of the complex so that they might choose to treat the prison as a dungeon and collect all the loot -- showing the party the quickest way out of the prison and letting them follow that route is entirely defensible. (As an aside, when I ran the breakout for my home game, I specified that the armor in the armory was drow-sized, and players who weren't the right size or shape for the drow armor would be considered non-proficient with that armor until they got the armor re-sized -- see Variant: Equipment Sizes in the PH/Basic Rules. The party still took the armor, but the need to find an armorer motivated them to make a bee-line toward the nearest settlement instead of simply wandering without purpose through the Underdark.) -- Pauper [/QUOTE]
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