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Community
General Tabletop Discussion
*Dungeons & Dragons
What houserules would best support my campaign premise?
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<blockquote data-quote="pming" data-source="post: 8328649" data-attributes="member: 45197"><p>Hiya!</p><p></p><p>Create a new Stat called "Magical Contagion". Each caster gets it for each Spell they have. It starts at 1 (so Cantrips have a chance of being removed...eventually; keep reading). Every time the cast a spell, they add the effective level of that spell to the total of Magical Contagion. Before they actually cast that spell again, they must roll 1d100 (or 1d30, or 2d20, or whatever you decide before hand for the rule) and get OVER that spells MC...kinda like a DC but for spells I guess.</p><p>..</p><p>If they roll EQUAL to or LESS than that spells MC, then that spell has been "noticed and dealt with"...meaning it can no longer be cast and the PlayerS (all of them, this was a 'planar wide' effect, right?) that have that spell on their sheet can now just put a big, fat line through it.</p><p>..</p><p>Reasoning:</p><ol> <li data-xf-list-type="ol">It is a visual reminder to all the Players of what the current "campaign story" arc is.</li> <li data-xf-list-type="ol">It is a visual reminder to all the Players that THEIR actions have consequences for EVERYONE.</li> <li data-xf-list-type="ol">It makes the Players think seriously about casting higher level spells all "willy-nilly".</li> <li data-xf-list-type="ol">It will reduce the Players desire to take a Long Rest to "get spells back".</li> <li data-xf-list-type="ol">It will reduce the whole "Nova" mentality (relates to #4, above).</li> <li data-xf-list-type="ol">It puts the 'decision' of what spells get "removed from play" on THEM...not you, the DM.</li> </ol><p>In particular, number 6 is worth noting. This is a campaign were Players 'key' abilities are going to be slowly taken away from them; if you're brave enough to let them have it to start, then yank it away from them...you don't want to be on the receiving end of that stick! <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=";)" /> So...make them do it to themselves. Remove yourself from the equation. The players will then know that the only reason they no longer have access to Fireball is because they were casting it 4 to 6 times a day between them all...somebody was bound to fail their MC check and screw the lot of them. Your hands, as a DM, are clean.</p><p></p><p>^_^</p><p></p><p>Paul L. Ming</p></blockquote><p></p>
[QUOTE="pming, post: 8328649, member: 45197"] Hiya! Create a new Stat called "Magical Contagion". Each caster gets it for each Spell they have. It starts at 1 (so Cantrips have a chance of being removed...eventually; keep reading). Every time the cast a spell, they add the effective level of that spell to the total of Magical Contagion. Before they actually cast that spell again, they must roll 1d100 (or 1d30, or 2d20, or whatever you decide before hand for the rule) and get OVER that spells MC...kinda like a DC but for spells I guess. .. If they roll EQUAL to or LESS than that spells MC, then that spell has been "noticed and dealt with"...meaning it can no longer be cast and the PlayerS (all of them, this was a 'planar wide' effect, right?) that have that spell on their sheet can now just put a big, fat line through it. .. Reasoning: [LIST=1] [*]It is a visual reminder to all the Players of what the current "campaign story" arc is. [*]It is a visual reminder to all the Players that THEIR actions have consequences for EVERYONE. [*]It makes the Players think seriously about casting higher level spells all "willy-nilly". [*]It will reduce the Players desire to take a Long Rest to "get spells back". [*]It will reduce the whole "Nova" mentality (relates to #4, above). [*]It puts the 'decision' of what spells get "removed from play" on THEM...not you, the DM. [/LIST] In particular, number 6 is worth noting. This is a campaign were Players 'key' abilities are going to be slowly taken away from them; if you're brave enough to let them have it to start, then yank it away from them...you don't want to be on the receiving end of that stick! ;) So...make them do it to themselves. Remove yourself from the equation. The players will then know that the only reason they no longer have access to Fireball is because they were casting it 4 to 6 times a day between them all...somebody was bound to fail their MC check and screw the lot of them. Your hands, as a DM, are clean. ^_^ Paul L. Ming [/QUOTE]
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What houserules would best support my campaign premise?
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