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*Pathfinder & Starfinder
Wizards: What happens when they lose their spellbooks?
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<blockquote data-quote="Silverglass" data-source="post: 1207275" data-attributes="member: 14071"><p>All I can suggest is that you DO NOT railroad them into losing their items or destroy their items. Both are bad DMing and will cause bad feelings with the players (because unless they are total idiots they will realise what you are doing after the 4th or 5th powerful item gets taken out of the game).</p><p></p><p>What you should do is explain it to the players and give them an informed choice, thats what you do with intelligent people, talk about issues and reach an acceptable compromise.</p><p></p><p>State openly that you are not happy with the sheer quantity and quality of magic items that the party has and offer them the following choices:</p><p></p><p>1. Start new characters.</p><p></p><p>2. Have the items removed or destroyed by DM fiat and replaced as you see fit.</p><p></p><p>3. Have the PC's voluntarily forfeit/downgrade items to a reasonable treasure level.</p><p></p><p>4. Have the PC's involved in a plot that involves their items being cursed/enspelled to drop their power until they have completed the necessary action to lift the curse, by which point the items powers they have regained will be in line with their level. So that Holy Avenger (net +8) becomes a +1 Holy Longsword (net +3) but regains its power as they level up. And the +3 Greataxe of Great Cleaving becomes a +1 Greataxe of Mighty Cleaving (+2 equivalent) etc etc.</p><p></p><p>5. Let them keep their items but adjust their CL to an ECL that reflects their equipment, so they get to be counted as 9th level PCs and will regurlarly face CR 9-11 monsters while only getting the xp that a 9th level PC would get and vastly reduced loot. Highlight that this means that life will be much much more dnagerous because they will be meeting opponents with far more save or dies spells and damages that they do not have the HP to resist.</p><p></p><p>6. Get another DM.</p><p></p><p>If your players have an ounce of intelligence they will jump for option 4, they get to keep their items (eventually) and won't be taking smackdowns left and right plus it gives them a plot hook and some nice adventures.</p><p></p><p>As an aside I would say that as they obviously like a high magic game try and swallow your dislikes to a degree and allow them some extras, say make them cut back to the treasure values of a PC 1 or 2 levels above their own (but if they go for 2 levels higher give them ECL +1 so they do get tougher encounters and slightly less experience).</p><p></p><p>You are the DM and they are the players, its not about 1 side getting their way at the expense of another but rather of keeping both sides happy by meeting soemwhere in the middle.</p></blockquote><p></p>
[QUOTE="Silverglass, post: 1207275, member: 14071"] All I can suggest is that you DO NOT railroad them into losing their items or destroy their items. Both are bad DMing and will cause bad feelings with the players (because unless they are total idiots they will realise what you are doing after the 4th or 5th powerful item gets taken out of the game). What you should do is explain it to the players and give them an informed choice, thats what you do with intelligent people, talk about issues and reach an acceptable compromise. State openly that you are not happy with the sheer quantity and quality of magic items that the party has and offer them the following choices: 1. Start new characters. 2. Have the items removed or destroyed by DM fiat and replaced as you see fit. 3. Have the PC's voluntarily forfeit/downgrade items to a reasonable treasure level. 4. Have the PC's involved in a plot that involves their items being cursed/enspelled to drop their power until they have completed the necessary action to lift the curse, by which point the items powers they have regained will be in line with their level. So that Holy Avenger (net +8) becomes a +1 Holy Longsword (net +3) but regains its power as they level up. And the +3 Greataxe of Great Cleaving becomes a +1 Greataxe of Mighty Cleaving (+2 equivalent) etc etc. 5. Let them keep their items but adjust their CL to an ECL that reflects their equipment, so they get to be counted as 9th level PCs and will regurlarly face CR 9-11 monsters while only getting the xp that a 9th level PC would get and vastly reduced loot. Highlight that this means that life will be much much more dnagerous because they will be meeting opponents with far more save or dies spells and damages that they do not have the HP to resist. 6. Get another DM. If your players have an ounce of intelligence they will jump for option 4, they get to keep their items (eventually) and won't be taking smackdowns left and right plus it gives them a plot hook and some nice adventures. As an aside I would say that as they obviously like a high magic game try and swallow your dislikes to a degree and allow them some extras, say make them cut back to the treasure values of a PC 1 or 2 levels above their own (but if they go for 2 levels higher give them ECL +1 so they do get tougher encounters and slightly less experience). You are the DM and they are the players, its not about 1 side getting their way at the expense of another but rather of keeping both sides happy by meeting soemwhere in the middle. [/QUOTE]
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Wizards: What happens when they lose their spellbooks?
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