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*TTRPGs General
The Loss of Powers
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<blockquote data-quote="Ralts Bloodthorne" data-source="post: 2765982" data-attributes="member: 6390"><p>The thread on powers led me to consider a few things...</p><p></p><p>Paladins are easily stripped of thier special abilities, but we almost NEVER hear of it from other classes on this board. One poster pointed that out, and I almost burst out laughing, and when my wife asked why, I told her. That got an "I wish" from her, who once played a druid that lost his powers.</p><p></p><p>Well, let's take a look at some basic things...</p><p></p><p>For the most part, people hate Clerics because they worship gods and gain thier powers from them. I've heard time and time again: "It doesn't say in the PHB that you ahve to pick a God!" from new players, to which, I respond: "Well, ask the PHB to DM then, the rule in this setting is: You do."</p><p></p><p>Having a cleric suddenly stripped of his powers, or told by his God that if the toher members do not start tithing, worshipping, or offering material sacrifices to his God, the powers of the God will be withdrawn from them, can seriously shake some stuff up. Why should a God continually heal a non-believer, or maybe even the worshipper of a rival? Those spells are meant for the <strong>faithful</strong> and advancement of the <strong>faith</strong> not every halfwit that falls on a orc's blade.</p><p></p><p>A druid who makes the mistake of ignoring the needs of the wilderness can find themselves suddenly stripped of thier powers. Why would nature (which is assumed to have some kind of aloof consciousness) keep granting powers to this feeb who ran off and prefers to loot old tombs rather than stop the orcs who are maruading the forest and chopping it down. YOU explain to Treebeard why you were too busy sacking the tomb of the Elven King Poientieers to stop the band of orcs that dammed the river, chopped down the trees, and stripmining the iron from the hill.</p><p></p><p>A Ranger who does the same, who decides he's Bounty Hunter supreme and turns his back on Nature, why should he continue to gain power?</p><p></p><p>I know, I know, I'm going to hear people scream about "BUT IT RESTRICTS THE PLAYERS!" but you know what, it can be an interesting campaign, and I'm surprised more people haven't used it.</p><p></p><p>From thieves who know if they so much as shortchange someone the resident crime guild will cut off his ears, to bards that know that any magic or songs are against the law, to the Wizard/Sorcerer who knows that casting a spell can earn him a fortnight in the stocks (Or Arcane Burn, for those of you who know what it is), there's nothing wrong with limits, with some risks.</p><p></p><p>Want to put the heroism back in, add some limits, give the characters responsibilities and obligations, put some risk back into it.</p><p></p><p>Just something that ran across my mind.</p><p></p><p>Why NOT have other classes, hey, even some races, run the risk of losing thier powers?</p></blockquote><p></p>
[QUOTE="Ralts Bloodthorne, post: 2765982, member: 6390"] The thread on powers led me to consider a few things... Paladins are easily stripped of thier special abilities, but we almost NEVER hear of it from other classes on this board. One poster pointed that out, and I almost burst out laughing, and when my wife asked why, I told her. That got an "I wish" from her, who once played a druid that lost his powers. Well, let's take a look at some basic things... For the most part, people hate Clerics because they worship gods and gain thier powers from them. I've heard time and time again: "It doesn't say in the PHB that you ahve to pick a God!" from new players, to which, I respond: "Well, ask the PHB to DM then, the rule in this setting is: You do." Having a cleric suddenly stripped of his powers, or told by his God that if the toher members do not start tithing, worshipping, or offering material sacrifices to his God, the powers of the God will be withdrawn from them, can seriously shake some stuff up. Why should a God continually heal a non-believer, or maybe even the worshipper of a rival? Those spells are meant for the [b]faithful[/b] and advancement of the [b]faith[/b] not every halfwit that falls on a orc's blade. A druid who makes the mistake of ignoring the needs of the wilderness can find themselves suddenly stripped of thier powers. Why would nature (which is assumed to have some kind of aloof consciousness) keep granting powers to this feeb who ran off and prefers to loot old tombs rather than stop the orcs who are maruading the forest and chopping it down. YOU explain to Treebeard why you were too busy sacking the tomb of the Elven King Poientieers to stop the band of orcs that dammed the river, chopped down the trees, and stripmining the iron from the hill. A Ranger who does the same, who decides he's Bounty Hunter supreme and turns his back on Nature, why should he continue to gain power? I know, I know, I'm going to hear people scream about "BUT IT RESTRICTS THE PLAYERS!" but you know what, it can be an interesting campaign, and I'm surprised more people haven't used it. From thieves who know if they so much as shortchange someone the resident crime guild will cut off his ears, to bards that know that any magic or songs are against the law, to the Wizard/Sorcerer who knows that casting a spell can earn him a fortnight in the stocks (Or Arcane Burn, for those of you who know what it is), there's nothing wrong with limits, with some risks. Want to put the heroism back in, add some limits, give the characters responsibilities and obligations, put some risk back into it. Just something that ran across my mind. Why NOT have other classes, hey, even some races, run the risk of losing thier powers? [/QUOTE]
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