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<blockquote data-quote="Saeviomagy" data-source="post: 329704" data-attributes="member: 5890"><p>And you think chumley is just going to sit and wait while the king is brought back? Or that he's totally discounted the possibility that the players are after him and using divination magic or....</p><p></p><p>Building a party of assassins is going to be quite similar to building a party of adventurers (after all, often they're one and the same). It's not impossible to overcome these problems. Just like it's not impossible for the PC's to not be slaughtered in their sleep. Unless you're the sort of DM who doesn't let the players know anything about the world they're in, or control their own environment.</p><p></p><p>But beyond all that, it's fine if you've said, right at the beginning, "the following spells will be changed ...", or even "divination spells in general may not work as written - if you think this'll matter to your character please have a word before it becomes a problem". It's NOT alright to simply change them when the player thinks up something you didn't. It's no fun, as a player, to say to your DM "My character <insert reasonable action as defined by the rules>", and have the DM say "No, he doesn't. Suddenly that doesn't work. Oh, and as punishment for trying, your familiar dies, please lose 1500 XP". You may not intend it forrester, but it is sounding like that's the approach you endorse.</p></blockquote><p></p>
[QUOTE="Saeviomagy, post: 329704, member: 5890"] And you think chumley is just going to sit and wait while the king is brought back? Or that he's totally discounted the possibility that the players are after him and using divination magic or.... Building a party of assassins is going to be quite similar to building a party of adventurers (after all, often they're one and the same). It's not impossible to overcome these problems. Just like it's not impossible for the PC's to not be slaughtered in their sleep. Unless you're the sort of DM who doesn't let the players know anything about the world they're in, or control their own environment. But beyond all that, it's fine if you've said, right at the beginning, "the following spells will be changed ...", or even "divination spells in general may not work as written - if you think this'll matter to your character please have a word before it becomes a problem". It's NOT alright to simply change them when the player thinks up something you didn't. It's no fun, as a player, to say to your DM "My character <insert reasonable action as defined by the rules>", and have the DM say "No, he doesn't. Suddenly that doesn't work. Oh, and as punishment for trying, your familiar dies, please lose 1500 XP". You may not intend it forrester, but it is sounding like that's the approach you endorse. [/QUOTE]
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