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What D&D Thing Has Changed The Most
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<blockquote data-quote="Lanefan" data-source="post: 8655145" data-attributes="member: 29398"><p>Not without either a) turning back time for the whole party (which would cost the other PCs their classes as well, so unlikely to be a popular move) or b) ripping the character out of any further play or presence in the campaign.</p><p></p><p>Here's the situation that ultimately prompted me to invent <em>Renouncement</em> as a spell (1e-variant system):</p><p></p><p>A new PC comes into an established party and immediately meets the woman (another PC) who would become the in-game love of his life. The new PC is an Assassin, but quickly decides to become a Thief instead; which is easy both mechanically and in-fiction as converting from an Assassin to a Thief is fairly trivial.</p><p></p><p>Later these two decide to get married. She's a Cleric, so (as a wedding gift? don't quite remember now) he chucks in Thieving entirely - ideally as if he'd never been one - and takes up from-scratch training as a Cleric to the same deity as hers; meanwhile they settle down to happy married life - well, other than her occasionally going out adventuring with the old gang.</p><p></p><p>As the Thief was retiring from play in order to do this (from-scratch Cleric training takes years) I didn't have to worry about the specifics of just how the Thief class could go away all at once; but as I don't like loose ends I kept thinking about it and came up with the spell idea a few years later.</p><p></p><p>What would you have done?</p><p></p><p>I rather like having some classes alignment-restricted just for flavour.</p><p></p><p>Do you mean success-fail outcomes here? Playing to a bond or flaw doesn't have a hard-coded success/fail to it (unless you're using Inspiration in 5e, I suppose, but I do my best to ignore meta-mechanics like that) so why do mechanics need to be involved?</p><p></p><p>The knight may not be the best example here, as if the knight's code demands she lay down her life to defend that which she's been tasked with defending, it matters not what the thing being defended is or even who tasked her with defending it.</p><p></p><p>But an ordinary fighter, say; then yes - while the fighter is just as mechanically effective in both situations she might very well decide to abandon the 2 g.p. in order to survive where she would not do any such thing if defending her lover. That's where the roleplay piece comes in; making non-mechanical decisions as to what your character (tries to) do next.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 8655145, member: 29398"] Not without either a) turning back time for the whole party (which would cost the other PCs their classes as well, so unlikely to be a popular move) or b) ripping the character out of any further play or presence in the campaign. Here's the situation that ultimately prompted me to invent [I]Renouncement[/I] as a spell (1e-variant system): A new PC comes into an established party and immediately meets the woman (another PC) who would become the in-game love of his life. The new PC is an Assassin, but quickly decides to become a Thief instead; which is easy both mechanically and in-fiction as converting from an Assassin to a Thief is fairly trivial. Later these two decide to get married. She's a Cleric, so (as a wedding gift? don't quite remember now) he chucks in Thieving entirely - ideally as if he'd never been one - and takes up from-scratch training as a Cleric to the same deity as hers; meanwhile they settle down to happy married life - well, other than her occasionally going out adventuring with the old gang. As the Thief was retiring from play in order to do this (from-scratch Cleric training takes years) I didn't have to worry about the specifics of just how the Thief class could go away all at once; but as I don't like loose ends I kept thinking about it and came up with the spell idea a few years later. What would you have done? I rather like having some classes alignment-restricted just for flavour. Do you mean success-fail outcomes here? Playing to a bond or flaw doesn't have a hard-coded success/fail to it (unless you're using Inspiration in 5e, I suppose, but I do my best to ignore meta-mechanics like that) so why do mechanics need to be involved? The knight may not be the best example here, as if the knight's code demands she lay down her life to defend that which she's been tasked with defending, it matters not what the thing being defended is or even who tasked her with defending it. But an ordinary fighter, say; then yes - while the fighter is just as mechanically effective in both situations she might very well decide to abandon the 2 g.p. in order to survive where she would not do any such thing if defending her lover. That's where the roleplay piece comes in; making non-mechanical decisions as to what your character (tries to) do next. [/QUOTE]
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