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What Happens if a Cleric/Warlock/etc PC Gravely Offends Their Supernatural Patron?
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<blockquote data-quote="Ruin Explorer" data-source="post: 8539605" data-attributes="member: 18"><p>I don't take people's powers unless the player wants me to. If they want that subplot, sure, annoying that I have to rebalance the encounters around their PC being worthless but okay fine. And obviously Wizards and so on can play too that way - "I lost my mojo...".</p><p></p><p>With Warlocks and Clerics, I feel the bargain has been struck, and whilst the PC might be in violation of contract, that doesn't mean they lose what they got, it means that they other side has to attempt um... bring them to court over the issue. So with a Patron, that's likely to mean people coming to kill or kidnap the PC, or some sort of renegotiation to the disadvantage of the PC (i.e. "I won't kill you and take the power back, but I will drain 30 years of your life, ok?" "Ummmm, I guess..."). Maybe I see it this way partly because I used to work in shipping law, and the sheer number of people who took a ship and drove off with it, or decided to do stuff against contract with it, is absolutely staggering.</p><p></p><p>With Clerics I felt like 4E was the only edition which gave a coherent and workable idea as to how Clerical power worked, which was that the god in question gave the PC a tiny divine spark, which is within their soul. As that's been given, it can't just be easily recalled. However, it's extremely likely that if the offence is truly grave, the god, depending on their personality and portfolio, may well want the PC to "come back to the fold" or simply to be eliminated so their divine spark can be regained.</p><p></p><p>I think there would probably be basically professionals specialized in tracking down errant Warlocks and Clerics, note. A large enough church would have its own, but Warlock patrons might well send another Warlock (or send the PC after another Warlock!).</p></blockquote><p></p>
[QUOTE="Ruin Explorer, post: 8539605, member: 18"] I don't take people's powers unless the player wants me to. If they want that subplot, sure, annoying that I have to rebalance the encounters around their PC being worthless but okay fine. And obviously Wizards and so on can play too that way - "I lost my mojo...". With Warlocks and Clerics, I feel the bargain has been struck, and whilst the PC might be in violation of contract, that doesn't mean they lose what they got, it means that they other side has to attempt um... bring them to court over the issue. So with a Patron, that's likely to mean people coming to kill or kidnap the PC, or some sort of renegotiation to the disadvantage of the PC (i.e. "I won't kill you and take the power back, but I will drain 30 years of your life, ok?" "Ummmm, I guess..."). Maybe I see it this way partly because I used to work in shipping law, and the sheer number of people who took a ship and drove off with it, or decided to do stuff against contract with it, is absolutely staggering. With Clerics I felt like 4E was the only edition which gave a coherent and workable idea as to how Clerical power worked, which was that the god in question gave the PC a tiny divine spark, which is within their soul. As that's been given, it can't just be easily recalled. However, it's extremely likely that if the offence is truly grave, the god, depending on their personality and portfolio, may well want the PC to "come back to the fold" or simply to be eliminated so their divine spark can be regained. I think there would probably be basically professionals specialized in tracking down errant Warlocks and Clerics, note. A large enough church would have its own, but Warlock patrons might well send another Warlock (or send the PC after another Warlock!). [/QUOTE]
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What Happens if a Cleric/Warlock/etc PC Gravely Offends Their Supernatural Patron?
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