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Your Magic Is Killing Us
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<blockquote data-quote="Croesus" data-source="post: 5743852" data-attributes="member: 35019"><p>Agreed, so let's try swapping things around. Instead of hosing the character (or worse, the party) for simply using a class's basic abilities, how about offering something extra, but at a risk. </p><p></p><p>For instance, a wizard is in a tight spot and really wishes he had memorized <em>dimension door</em> that day. You allow him to swap out another spell for the one he needs, but...he has to roll on the "when your wizard does something cool, but..." table. Have some of the results (say 20%) be no effect, about another 20% are very serious, the rest various levels of inconvenience, e.g., lose half your current hit points, and cannot heal that damage until you've rested 8 hours, or blinded for 10 minutes. Just make sure the side effects only affect the spellcaster, not anyone else. Otherwise, as Elf Witch noted, the spellcaster's player can cause serious issues with the other players.</p><p></p><p>One option is that there are certain spells in your campaign that no spellcaster can cast without having to roll on that table - perhaps scrying, or teleport, or contact other plane, or wish. Instead of banning such spells, or threatening the players with "if you use it, so will the bad guys", you allow the spell, but at increased risk. </p><p></p><p>The idea is to allow the player to do something cool, but not overpowered. And doing so entails risk, which makes it much more interesting. Most of all, you're not making the basic class unplayable or "unfun", as this would only apply to something extra.</p></blockquote><p></p>
[QUOTE="Croesus, post: 5743852, member: 35019"] Agreed, so let's try swapping things around. Instead of hosing the character (or worse, the party) for simply using a class's basic abilities, how about offering something extra, but at a risk. For instance, a wizard is in a tight spot and really wishes he had memorized [i]dimension door[/i] that day. You allow him to swap out another spell for the one he needs, but...he has to roll on the "when your wizard does something cool, but..." table. Have some of the results (say 20%) be no effect, about another 20% are very serious, the rest various levels of inconvenience, e.g., lose half your current hit points, and cannot heal that damage until you've rested 8 hours, or blinded for 10 minutes. Just make sure the side effects only affect the spellcaster, not anyone else. Otherwise, as Elf Witch noted, the spellcaster's player can cause serious issues with the other players. One option is that there are certain spells in your campaign that no spellcaster can cast without having to roll on that table - perhaps scrying, or teleport, or contact other plane, or wish. Instead of banning such spells, or threatening the players with "if you use it, so will the bad guys", you allow the spell, but at increased risk. The idea is to allow the player to do something cool, but not overpowered. And doing so entails risk, which makes it much more interesting. Most of all, you're not making the basic class unplayable or "unfun", as this would only apply to something extra. [/QUOTE]
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