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Warlock in party with Quasit breaking story
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<blockquote data-quote="jgsugden" data-source="post: 7131899" data-attributes="member: 2629"><p>I do encourage you to review the rules on stealth and hiding as invisibility, by itself is not as strong as you think in this edition.</p><p></p><p>However, I also suggest you rethink your approach to the situation. D&D is a role playing game. The PCs play the role of Heroes in a story. Heroes do what others cannot. As a DM, you job is to work with the players to craft a great story about those PCs. Constantly frustrating their ability to what others cannot, which in this case is spy using a powerful familiar, hampers the story. For the most part, the PC should be able to scout using the familiar because that is what they are designed to do. This may mean you have far fewer surprises in your game. So be it. Always being prepared is part of their heroic skill set. That just means that you bring more drama and tension to the game with other elements.</p><p></p><p>Also, scouting fom a mile away does have disadvantages. If the enemy happens to be able to catch the quasit, they will be on guard and will have time to prepare. If the familiar happens upon a scene that requires immediate action the PCs will be too far away to assist. The quasit is a thinking being the may be forced into loyalty, but that can take various forms. You don't need to force these things into the game ... wait for them to manifest naturally and utilize them as they arise. That will create a nice bit of drama that is an exception to the rule that they normally experience with the quasit scout techniques.</p></blockquote><p></p>
[QUOTE="jgsugden, post: 7131899, member: 2629"] I do encourage you to review the rules on stealth and hiding as invisibility, by itself is not as strong as you think in this edition. However, I also suggest you rethink your approach to the situation. D&D is a role playing game. The PCs play the role of Heroes in a story. Heroes do what others cannot. As a DM, you job is to work with the players to craft a great story about those PCs. Constantly frustrating their ability to what others cannot, which in this case is spy using a powerful familiar, hampers the story. For the most part, the PC should be able to scout using the familiar because that is what they are designed to do. This may mean you have far fewer surprises in your game. So be it. Always being prepared is part of their heroic skill set. That just means that you bring more drama and tension to the game with other elements. Also, scouting fom a mile away does have disadvantages. If the enemy happens to be able to catch the quasit, they will be on guard and will have time to prepare. If the familiar happens upon a scene that requires immediate action the PCs will be too far away to assist. The quasit is a thinking being the may be forced into loyalty, but that can take various forms. You don't need to force these things into the game ... wait for them to manifest naturally and utilize them as they arise. That will create a nice bit of drama that is an exception to the rule that they normally experience with the quasit scout techniques. [/QUOTE]
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