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What do you ban? (3.5)
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<blockquote data-quote="Sorrowdusk" data-source="post: 5425962" data-attributes="member: 96342"><p>Thing about poison is that its better for monsters. You KNOW the fights gonna be over within 1 minute unless you do hit and run or its just a very drawn out fight. The monster uses poison, NOW the party actually has to deal with that secondary damage.</p><p> </p><p>The party? They need to take an action to apply the poison, and the monster is going to be dead before that minutes up. That's for weaps, CONTACT poison can be used to protect things. </p><p> </p><p>Did anyone ever try the psychic poisons?</p><p> </p><p> </p><p></p><p> </p><p>See, this is one difference between an LG Paladin and an LG Knight. Knights have codes too-but its explicitly stated that Knights <em>never </em>think they can enforce their code on others. The paladin not only restrains themselves, but wont aid or knowingly associate with, people whose moral standards are too different. They may even put themselves between a party and a goal, if they believe it is right-because its the "right" thing to do. "I'm sorry Dave, but I cant let you do that."</p><p> </p><p>One thing to do is come up with a group template, whatever alignments/creeds/codes/types are in the party-you assume they have already known each other for a time, perhaps months, perhaps years. Whatever they do up until the games start, they have associated with one another.</p><p> </p><p>Why do they work together?</p><p>How do they get along?</p><p> </p><p>You settle this before the game starts, so you dont have to do it in game.</p><p> </p><p> </p><p>HERE's a funny thing:</p><p> </p><p>A blackguard is supposed to be the 180* opposite of a paladin. Yet...could you see a blackguard refusing to associate with a GOOD character, because they were good-if it was to their advantage? A paladin wouldnt do so with an evil character by contrast for their own gain. A blackguard could just fake like he's a fighter or something, or just some mercenery if he needed to and accompany a party to gain wealth to later pursue, or fight alongside to directly advance his goals. He wouldnt care if the party saved people from time to time, or gave their money away as long as it wasnt his own. </p><p> </p><p>Of course-the Blackguard (just being a blackguard and not a regular evil character) MIGHT want to do a lot of things, and find his <em>style</em> cramped by the parties morals. OR he might be satisfied with acting out in the shadows, behind the parties back or in subtle ways. Paladins tell people what to do, "Keep off the grass, dont lie to the peasants, dont rape the cycle of life with necromantic magic."</p><p> </p><p>The Blackguard if anything would encourage what typical parties already do, and perhaps even subtly bring out the worse in them. He could stick around, provided he (publically at least) stopped short of being a complete monster. I dont like complete monsters myself when I paly evil characters, because they're too hard to be likable.</p><p><a href="http://tvtropes.org/pmwiki/pmwiki.php/Main/CompleteMonster" target="_blank">http://tvtropes.org/pmwiki/pmwiki.php/Main/CompleteMonster</a></p></blockquote><p></p>
[QUOTE="Sorrowdusk, post: 5425962, member: 96342"] Thing about poison is that its better for monsters. You KNOW the fights gonna be over within 1 minute unless you do hit and run or its just a very drawn out fight. The monster uses poison, NOW the party actually has to deal with that secondary damage. The party? They need to take an action to apply the poison, and the monster is going to be dead before that minutes up. That's for weaps, CONTACT poison can be used to protect things. Did anyone ever try the psychic poisons? See, this is one difference between an LG Paladin and an LG Knight. Knights have codes too-but its explicitly stated that Knights [I]never [/I]think they can enforce their code on others. The paladin not only restrains themselves, but wont aid or knowingly associate with, people whose moral standards are too different. They may even put themselves between a party and a goal, if they believe it is right-because its the "right" thing to do. "I'm sorry Dave, but I cant let you do that." One thing to do is come up with a group template, whatever alignments/creeds/codes/types are in the party-you assume they have already known each other for a time, perhaps months, perhaps years. Whatever they do up until the games start, they have associated with one another. Why do they work together? How do they get along? You settle this before the game starts, so you dont have to do it in game. HERE's a funny thing: A blackguard is supposed to be the 180* opposite of a paladin. Yet...could you see a blackguard refusing to associate with a GOOD character, because they were good-if it was to their advantage? A paladin wouldnt do so with an evil character by contrast for their own gain. A blackguard could just fake like he's a fighter or something, or just some mercenery if he needed to and accompany a party to gain wealth to later pursue, or fight alongside to directly advance his goals. He wouldnt care if the party saved people from time to time, or gave their money away as long as it wasnt his own. Of course-the Blackguard (just being a blackguard and not a regular evil character) MIGHT want to do a lot of things, and find his [I]style[/I] cramped by the parties morals. OR he might be satisfied with acting out in the shadows, behind the parties back or in subtle ways. Paladins tell people what to do, "Keep off the grass, dont lie to the peasants, dont rape the cycle of life with necromantic magic." The Blackguard if anything would encourage what typical parties already do, and perhaps even subtly bring out the worse in them. He could stick around, provided he (publically at least) stopped short of being a complete monster. I dont like complete monsters myself when I paly evil characters, because they're too hard to be likable. [URL]http://tvtropes.org/pmwiki/pmwiki.php/Main/CompleteMonster[/URL] [/QUOTE]
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