Stat boost addiction

Crothian

First Post
What if boosting one's stat was addictive? Imagine with the spells you can be stronger, smarter, wiser,and get the girls. Without it you are the normal person you are everyday. Stat boosts make you a real hero or at least in your mind.

How would one go about making anything that boosts stats an addiction?
 

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Crothian said:
What if boosting one's stat was addictive? Imagine with the spells you can be stronger, smarter, wiser,and get the girls. Without it you are the normal person you are everyday. Stat boosts make you a real hero or at least in your mind.

How would one go about making anything that boosts stats an addiction?
If I had the search feature, I might be able to find a post I made on this subject long long ago...

When a boost wears off (or you take off a stat boosting item), you suffer a -1 penalty to that stat, and a -1 penalty to cha for X period of time (probably starting out in rounds). if you "boost" again in less than 24 hours, the withdrawl penalty rises and lasts longer (and you have to wait 48 hours to readjust). Each time you boost within the "danger zone" the penalties get worse and last longer, and the time you have to stay clean before you could safely boost again increases. Eventually you can do permenant damamge to your stats, and then there's no cure but to become a forsaker. :D
 

Hmmm... basically, it should be a will save, like DC 10 + minutes/hours/days/weeks worn (depending on the addictiveness you want) + stat-bonus of the item.

Then, basically adapt the Disease rules: Every day without it, you have to make your save, or get the compulsion to wear it again. If that's not possible, you slowly accrue Wisdom damage (to represent that you're going bonkers, like 1d4 Wis damage - you could also use Charisma damage, to show that the character feels "diminished"). After three successful save (I treat that addiction as extra nasty ;) ), you shake it off.
 

Crothian said:
How would one go about making anything that boosts stats an addiction?
In a previous campaign, I placed a cursed magic item for the party to find. It was a morningstar +1, which gave its wielder the ability to rage once per day as a 1st level barbarian. But this unnatural rage was very addictive; each time the character used it, he had to make a DC 15 Fortitude save when the rage ended. When the save throw eventually failed, the character became cursed to always want to use that particular weapon in battle: he became nonproficient in all other weapons except the morningstar.

The curse was simple enough to remove, but every time he used the rage ability he ran the risk of becoming addicted to the magical endorphins created by the weapon. It became one of the most memorable weapons in the campaign, and one of the players' favorites (he ended up enchanting it all the way to +4).

Not sure if this was what you were looking for, but I thought I'd chime in.
 


I originally thought that you meant addicted to the actual spells. I could actually see someone become addicted to Fox's Cunning. A Barbarian could easily become addicted to Bear's Endurance. If they have some of these buff spells cast, they have to make a Will save. In the beginning, have the save be low. Each time it's cast, they make a new save with a higher DC. If they fail, they need to have it cast on them or they feel sick. Maybe they even have the sickened condition. Maybe they take penalties in combat unless it's cast on them. It makes absolute sense that characters would become addicted to spells.
 




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