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General Tabletop Discussion
*Dungeons & Dragons
[Tomb of Annihilation] The Flaming Fist
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<blockquote data-quote="CapnZapp" data-source="post: 7237183" data-attributes="member: 12731"><p>Yes, it's best to go into D&D with open eyes. </p><p></p><p>My changes aren't hoping to prevent level 11+ murderhobos from treating Flaming Fist as their personal playthings. I fully accept that level 20 characters can do pretty much anything. In fact, most of us have - it's just that as we keep playing and get more mature, we find better stories to tell <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>I'm just trying to think ahead - when a level 5 character asks herself "but why do we do what Flaming Fist tells us" there needs to be something extra to explain it, something the module blithely ignores. The threat of being reported and your identity known is one such deterrent. </p><p></p><p>My players won't start a war against Baldur's Gate and in the extension, the entirety of the Lords Alliance. That part is certain.</p><p></p><p>But they might well fight back if a foolish FF patrol attacks them, and by doing so they should realize that's their one and only strike - if it happens again, they're in big trouble. This is because they witness the report being sent.</p><p></p><p>All I'm saying is that I feel the Flaming Fist operation as described in the module to be inadequate. You can't expect grubby adventurers to follow your orders if you're a knight and half a dozen guards a hundred miles from the nearest backup.</p></blockquote><p></p>
[QUOTE="CapnZapp, post: 7237183, member: 12731"] Yes, it's best to go into D&D with open eyes. My changes aren't hoping to prevent level 11+ murderhobos from treating Flaming Fist as their personal playthings. I fully accept that level 20 characters can do pretty much anything. In fact, most of us have - it's just that as we keep playing and get more mature, we find better stories to tell :) I'm just trying to think ahead - when a level 5 character asks herself "but why do we do what Flaming Fist tells us" there needs to be something extra to explain it, something the module blithely ignores. The threat of being reported and your identity known is one such deterrent. My players won't start a war against Baldur's Gate and in the extension, the entirety of the Lords Alliance. That part is certain. But they might well fight back if a foolish FF patrol attacks them, and by doing so they should realize that's their one and only strike - if it happens again, they're in big trouble. This is because they witness the report being sent. All I'm saying is that I feel the Flaming Fist operation as described in the module to be inadequate. You can't expect grubby adventurers to follow your orders if you're a knight and half a dozen guards a hundred miles from the nearest backup. [/QUOTE]
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[Tomb of Annihilation] The Flaming Fist
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