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What else is arcane mark for?
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<blockquote data-quote="Loincloth of Armour" data-source="post: 3446180" data-attributes="member: 28201"><p>While I can't speak for <strong>ElectricDragon</strong>, I think the idea here was to allow the spells to exist in the game, but set up a few more restrictions on them to make them less subject to player abuse. Ie: less Scry-buff-teleport if you've got to have your <em>arcane mark</em> at a location, but it will still allow you to flee back to your stronghold when you're in deep doo-doo.</p><p></p><p>In my case, I use the <em>arcane marked</em> magic items to provide lower level threats with cheap, more easily made items. Sort of like Dragonmark items in Eberron: they allow effects only for those with the mark (although in this case, it's <em>arcane mark</em> as opposed to Dragonmarks). </p><p></p><p>I admit, it's somewhat of a DM 'cheat' to give NPCs magic items that would otherwise be out of their price range, and yet not be game breaking when (not if) the players get their hands on them. Ie: Bad guy lieutenants carry a one-shot <em>dimension door</em> item that is keyed to the presence of the BBEG's <em>arcane mark</em> being on the user. If the lieutenant can use it to escape, great (recurring villian). If the PCs kill the lieutenant and take the item, great... there's a plot hook to draw the characters in ("Who does this mark belong to"), and the fact it requires that specific <em>arcane mark</em> it keeps certain magic items out of circulation with the party for a while. I do allow them to 're-key' the item, but assign a cost in gold and time to soak up some of that extra cash PCs always seem to have lying around.</p><p></p><p>Besides, doors that open by themselves and close after someone are great for atmosphere. It also allows the bad guys a better chance to get away if they don't have to stop and spend a move action opening the door themselves. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="Loincloth of Armour, post: 3446180, member: 28201"] While I can't speak for [b]ElectricDragon[/b], I think the idea here was to allow the spells to exist in the game, but set up a few more restrictions on them to make them less subject to player abuse. Ie: less Scry-buff-teleport if you've got to have your [i]arcane mark[/i] at a location, but it will still allow you to flee back to your stronghold when you're in deep doo-doo. In my case, I use the [i]arcane marked[/i] magic items to provide lower level threats with cheap, more easily made items. Sort of like Dragonmark items in Eberron: they allow effects only for those with the mark (although in this case, it's [i]arcane mark[/i] as opposed to Dragonmarks). I admit, it's somewhat of a DM 'cheat' to give NPCs magic items that would otherwise be out of their price range, and yet not be game breaking when (not if) the players get their hands on them. Ie: Bad guy lieutenants carry a one-shot [i]dimension door[/i] item that is keyed to the presence of the BBEG's [i]arcane mark[/i] being on the user. If the lieutenant can use it to escape, great (recurring villian). If the PCs kill the lieutenant and take the item, great... there's a plot hook to draw the characters in ("Who does this mark belong to"), and the fact it requires that specific [i]arcane mark[/i] it keeps certain magic items out of circulation with the party for a while. I do allow them to 're-key' the item, but assign a cost in gold and time to soak up some of that extra cash PCs always seem to have lying around. Besides, doors that open by themselves and close after someone are great for atmosphere. It also allows the bad guys a better chance to get away if they don't have to stop and spend a move action opening the door themselves. ;) [/QUOTE]
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