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<blockquote data-quote="Pielorinho" data-source="post: 1043957" data-attributes="member: 259"><p>Bad DMs! No biscuit!</p><p>*********</p><p></p><p>I have my own story to tell, but in this story, I'm the DM.</p><p></p><p>I was running a first-level Living Campaign adventure (The Gray Hunt, for Legacy of the Green Regent), with four reasonable people and two total munchkins (these guys brought three-ring binders full of dozens of cards of perks they'd gotten from playing in related Living Campaigns).</p><p></p><p>Anyway, one of the rules of the campaign was that expendable items -- potions, wands, ammunition, etc. -- automatically "recharged" at the beginning of each session. In other words, if you bought a potion of cure light wounds, you could drink it once per session. Next adventure you played in, it came back. This was balanced by charging five times normal costs for rechargeable items.</p><p></p><p>One of these munchkins had a card allowing him to play a Sun Elf. Acording to him, this gave him the option of receiving a first-level wand with 20 charges as bonus equipment. He chose a wand of color spray.</p><p></p><p>After he'd expended charge after charge after charge of this wand, and mentioned that it was going to regenerate at the start of each adventure, I got to thinking about it. I told him that I was going to apply the quintuple cost rule to the adventure, and give him only four charges instead of 20 charges in his wand. My goal was to prevent him from having an easy way to win every non-undead encounter in the adventure.</p><p></p><p>Oh, he bitched and moaned about it -- and he and his friend sulked through the rest of the adventure, not a pretty sight for two men in their late forties.</p><p></p><p>So what do y'all say? Who was on crack here?</p><p>Daniel</p></blockquote><p></p>
[QUOTE="Pielorinho, post: 1043957, member: 259"] Bad DMs! No biscuit! ********* I have my own story to tell, but in this story, I'm the DM. I was running a first-level Living Campaign adventure (The Gray Hunt, for Legacy of the Green Regent), with four reasonable people and two total munchkins (these guys brought three-ring binders full of dozens of cards of perks they'd gotten from playing in related Living Campaigns). Anyway, one of the rules of the campaign was that expendable items -- potions, wands, ammunition, etc. -- automatically "recharged" at the beginning of each session. In other words, if you bought a potion of cure light wounds, you could drink it once per session. Next adventure you played in, it came back. This was balanced by charging five times normal costs for rechargeable items. One of these munchkins had a card allowing him to play a Sun Elf. Acording to him, this gave him the option of receiving a first-level wand with 20 charges as bonus equipment. He chose a wand of color spray. After he'd expended charge after charge after charge of this wand, and mentioned that it was going to regenerate at the start of each adventure, I got to thinking about it. I told him that I was going to apply the quintuple cost rule to the adventure, and give him only four charges instead of 20 charges in his wand. My goal was to prevent him from having an easy way to win every non-undead encounter in the adventure. Oh, he bitched and moaned about it -- and he and his friend sulked through the rest of the adventure, not a pretty sight for two men in their late forties. So what do y'all say? Who was on crack here? Daniel [/QUOTE]
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