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General Tabletop Discussion
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Which abilities can detect a humanoid which is possessed by a ghost?
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<blockquote data-quote="pming" data-source="post: 7333775" data-attributes="member: 45197"><p>Hiya!</p><p></p><p>Have you ever encountered this situation in your campaign before? ...</p><p></p><p>...If Yes: Keep doing that.</p><p></p><p>...If No: Then I would handle it in a "folk-lore'ish" way.</p><p></p><p>For example: "The old fishwife's eyes finally look up from her work... Ahhh...you need to find out if someone is possessed by a ghost do you? Well, you will need to find a black cat. Take that beast close to the suspected person. If the cat hisses and it's fur turns white...then the poor person is, indeed, possessed!"</p><p></p><p>Something like that. This allows you to do three things at once. </p><p></p><p>First, it gives <em>anyone</em> a means of detecting possession. I mean, I guess this depends on how "magic" and "adventure'er rich" your campaign is (e.g., the availability of spells, Paladins, clerics, and leveled NPC's). In my campaigns, there are typically "mundane" means of accomplishing a lot of things that spells can do in seconds...and there are things that magic can not. Those things, however, are rare; such as a person possessed by a ghost or demon/devil.</p><p></p><p>Second, it adds a lot of flavour to the game.</p><p></p><p>Third, it gives you, the DM, "protection" from players accusing you of shenanigans. "I used by Detect Evil on her! Ghosts are EVIL! I should have detected <em>something</em>...". Once your players understand that NOTHING is 100% certain, they will likely start thinking 'outside the ability/spell box'. I know that when I started DM'ing this way a few decades ago, it made a HUGE different in how much involvement/RP'ing my players did (took me a decade to figure it out though...better late than never, right?).</p><p></p><p>^_^</p><p></p><p>Paul L. Ming</p></blockquote><p></p>
[QUOTE="pming, post: 7333775, member: 45197"] Hiya! Have you ever encountered this situation in your campaign before? ... ...If Yes: Keep doing that. ...If No: Then I would handle it in a "folk-lore'ish" way. For example: "The old fishwife's eyes finally look up from her work... Ahhh...you need to find out if someone is possessed by a ghost do you? Well, you will need to find a black cat. Take that beast close to the suspected person. If the cat hisses and it's fur turns white...then the poor person is, indeed, possessed!" Something like that. This allows you to do three things at once. First, it gives [I]anyone[/I] a means of detecting possession. I mean, I guess this depends on how "magic" and "adventure'er rich" your campaign is (e.g., the availability of spells, Paladins, clerics, and leveled NPC's). In my campaigns, there are typically "mundane" means of accomplishing a lot of things that spells can do in seconds...and there are things that magic can not. Those things, however, are rare; such as a person possessed by a ghost or demon/devil. Second, it adds a lot of flavour to the game. Third, it gives you, the DM, "protection" from players accusing you of shenanigans. "I used by Detect Evil on her! Ghosts are EVIL! I should have detected [I]something[/I]...". Once your players understand that NOTHING is 100% certain, they will likely start thinking 'outside the ability/spell box'. I know that when I started DM'ing this way a few decades ago, it made a HUGE different in how much involvement/RP'ing my players did (took me a decade to figure it out though...better late than never, right?). ^_^ Paul L. Ming [/QUOTE]
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Which abilities can detect a humanoid which is possessed by a ghost?
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