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The Ravenloft Rule and D&D5; or how to control player power
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<blockquote data-quote="synthapse" data-source="post: 6299271" data-attributes="member: 59646"><p>I haven't seen anything in Next thus far that allowed hyper-specialization. Granted, the rules are playtest and we haven't seen anything in several months, but there were never anything resembling prestige classes, and since feats are entirely optional, I think it's fair to say that item creation feats are optional as well. I know I plan on prohibiting mulitclassing entirely in my games, so any prestige classes possibly in the future won't be a problem.</p><p></p><p>But if Turn Undead is such a hassle for your Ravenloft game, I don't think the problem is in the rule system. Running a horror game requires a certain touch, and you have to be prepared for the fact that your PCs are capable adventurers and not frightened co-eds. Maybe we played vastly different games, but 2E Ravenloft was never an undead-only affair for me. Werewolves, demonic possesion, golems and living dolls, mad science, hags, and a variety of cursed humans all played important roles in the Domains of Dread. </p><p></p><p>The Burgomaster should never be the vampire, because PCs are always going to check him. If it isn't with a Turn check, then they'll use garlic and mirrors. He should be a lackey, a telepathic puppet, or he should wear an heirloom amulet that allows the real vampire to remotely use Soul Jar on him at night.</p><p></p><p>Also, I never thought of gothic horror as being about powerlessness; that, for me, was always what cosmic horror was for. Gothic horror is about curses, bad decisions, shades of grey, and the monster that lives inside the man.</p></blockquote><p></p>
[QUOTE="synthapse, post: 6299271, member: 59646"] I haven't seen anything in Next thus far that allowed hyper-specialization. Granted, the rules are playtest and we haven't seen anything in several months, but there were never anything resembling prestige classes, and since feats are entirely optional, I think it's fair to say that item creation feats are optional as well. I know I plan on prohibiting mulitclassing entirely in my games, so any prestige classes possibly in the future won't be a problem. But if Turn Undead is such a hassle for your Ravenloft game, I don't think the problem is in the rule system. Running a horror game requires a certain touch, and you have to be prepared for the fact that your PCs are capable adventurers and not frightened co-eds. Maybe we played vastly different games, but 2E Ravenloft was never an undead-only affair for me. Werewolves, demonic possesion, golems and living dolls, mad science, hags, and a variety of cursed humans all played important roles in the Domains of Dread. The Burgomaster should never be the vampire, because PCs are always going to check him. If it isn't with a Turn check, then they'll use garlic and mirrors. He should be a lackey, a telepathic puppet, or he should wear an heirloom amulet that allows the real vampire to remotely use Soul Jar on him at night. Also, I never thought of gothic horror as being about powerlessness; that, for me, was always what cosmic horror was for. Gothic horror is about curses, bad decisions, shades of grey, and the monster that lives inside the man. [/QUOTE]
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