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What To Do With Silly, Power-Mongering Players
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<blockquote data-quote="Henry@home" data-source="post: 44879" data-attributes="member: 159"><p>Xar,</p><p></p><p>There are quite numerous ways to take care of a bunch of in-game psychopaths. I'm sorry, but if the players wish to do as the PC's wish, then, same as in real life, they will face consequences. </p><p></p><p>First, take off the kid gloves. There is ALWAYS someone in the world more powerful or more resourceful than you are. A simple clairvoyance or scrying spell will find your errant players - and if they use nondetection, then Contact other plane and Commune spells will find the mass-urderers. D&D has literally dozens of ways to spy on Characters, both magical and non-magical.</p><p></p><p>Next, set up ambushes as tightly as you can make them. After all, these PC's are infamous, so their heads will command top-dollar in the bounty-hunter and justice markets. Heightened, Spell focused hold person spells (or even time stops if they are truly that nasty) will ruin their day, as will plenty of other spells that halt them dead in their tracks. A high AC will not avail a helpless character.</p><p></p><p>The point is, if someone goes out of their way to become a major threat in the world, they WILL be taken out. If they haven't done enough to warrant it yet, set a point mentally that crosses the line into "outlandish infamy." Once they cross this line, word gets out, and the local powers that be are obligated to remove this threat to themselves and their subjects.</p><p></p><p>P.S. - is your cleric Neutral or Chaotic Evil? If not, he certainly is now, after SACRIFICING FOUR CHILDREN TO AN EVIL BEING. unless his god is evil, he will have some serious issues with this, as will any paladins in a 100-mile radius.</p></blockquote><p></p>
[QUOTE="Henry@home, post: 44879, member: 159"] Xar, There are quite numerous ways to take care of a bunch of in-game psychopaths. I'm sorry, but if the players wish to do as the PC's wish, then, same as in real life, they will face consequences. First, take off the kid gloves. There is ALWAYS someone in the world more powerful or more resourceful than you are. A simple clairvoyance or scrying spell will find your errant players - and if they use nondetection, then Contact other plane and Commune spells will find the mass-urderers. D&D has literally dozens of ways to spy on Characters, both magical and non-magical. Next, set up ambushes as tightly as you can make them. After all, these PC's are infamous, so their heads will command top-dollar in the bounty-hunter and justice markets. Heightened, Spell focused hold person spells (or even time stops if they are truly that nasty) will ruin their day, as will plenty of other spells that halt them dead in their tracks. A high AC will not avail a helpless character. The point is, if someone goes out of their way to become a major threat in the world, they WILL be taken out. If they haven't done enough to warrant it yet, set a point mentally that crosses the line into "outlandish infamy." Once they cross this line, word gets out, and the local powers that be are obligated to remove this threat to themselves and their subjects. P.S. - is your cleric Neutral or Chaotic Evil? If not, he certainly is now, after SACRIFICING FOUR CHILDREN TO AN EVIL BEING. unless his god is evil, he will have some serious issues with this, as will any paladins in a 100-mile radius. [/QUOTE]
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