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General Tabletop Discussion
*Dungeons & Dragons
Warlocks' patrons vs. Paladin Oaths and Cleric Deities
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<blockquote data-quote="Crimson Longinus" data-source="post: 9861640" data-attributes="member: 7025508"><p>In absence of concrete rules, it has to be judgement of a participant, and to Czege Principle* would suggest it should not be the player. So it has to be the GM.</p><p></p><p><em>* It isn't fun for a single player to control both a character's adversity and the resolution of that adversity. </em></p><p></p><p></p><p></p><p>Right. But the thing I feel a lot of people here who argue against GM authority, it that this is not GM vs. Players issue, it is that a lot of players want the GM to be able to assign such consequences. And I find it a bit weird so many people react to this so negatively. Like I am not saying that in your game you must do this, in my current game where I combined warlock and sorcerer classes the resulting class is not dependent on the patron for their powers. But the the basic idea that such thing could happen is perfectly fine. The GM assigns all sort of consequences for the player actions all the time, and these might even result a character getting killed. The game's core playloop basically is this. So I don't get why this one type of consequence would be beyond the pale.</p><p></p><p>Now I totally get that a character getting permanently depowered in long campaign probably is not ideal, but I don't think people are envisioning that. For example Paladin that switches to Oathbreaker is not actually depowered, just changed. And warlock I could envision working so that the acquired powers are kept, but new warlock levels require the patron to keep granting new powers so that they could use this as a leverage, but if the character did not wish to obey the patron they could find a new patron or multiclass into another class. A cleric who forsook their god could find another that better suits their values etc. This is not about the GM punishing the player, this is about interesting consequences altering the trajectory of the character growth.</p></blockquote><p></p>
[QUOTE="Crimson Longinus, post: 9861640, member: 7025508"] In absence of concrete rules, it has to be judgement of a participant, and to Czege Principle* would suggest it should not be the player. So it has to be the GM. [I]* It isn't fun for a single player to control both a character's adversity and the resolution of that adversity. [/I] Right. But the thing I feel a lot of people here who argue against GM authority, it that this is not GM vs. Players issue, it is that a lot of players want the GM to be able to assign such consequences. And I find it a bit weird so many people react to this so negatively. Like I am not saying that in your game you must do this, in my current game where I combined warlock and sorcerer classes the resulting class is not dependent on the patron for their powers. But the the basic idea that such thing could happen is perfectly fine. The GM assigns all sort of consequences for the player actions all the time, and these might even result a character getting killed. The game's core playloop basically is this. So I don't get why this one type of consequence would be beyond the pale. Now I totally get that a character getting permanently depowered in long campaign probably is not ideal, but I don't think people are envisioning that. For example Paladin that switches to Oathbreaker is not actually depowered, just changed. And warlock I could envision working so that the acquired powers are kept, but new warlock levels require the patron to keep granting new powers so that they could use this as a leverage, but if the character did not wish to obey the patron they could find a new patron or multiclass into another class. A cleric who forsook their god could find another that better suits their values etc. This is not about the GM punishing the player, this is about interesting consequences altering the trajectory of the character growth. [/QUOTE]
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Warlocks' patrons vs. Paladin Oaths and Cleric Deities
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