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Re: [dq-rules] Re: Magic. Same topic, Different thread
worldoffargoth wrote:
> Excellent counter point!
>
> I would hesitate to change the rules, but should any of my players start
> using the ability to excess causing some imbalance I would consider
> altering the rules for that ability/skill. My alternate means of
> dealing with this might be to introduce some counter spells from a
> foe but this would be a short-term patch and not an overall fix.
>
> A nice mind mage could be an effective nemesis to perhaps curb the
investor.
> Curses might be entertaining too. It's more of a matter of being
> more creative with the rules rather then altering them for one player
> who might be making things a little less enjoyable for the GM and
> fellow players. Wish I had my rulebook in front of me to give more
> specifics, but alas I'm at the office.
I have a simple solution to that. Just don't tell them if the
Investment Ritual was successful until they're in the middle of the
adventure! After all, the rule book doesn't say how or when the
character performing the ritual would know if they were successful. Or,
if you want to be "fair", maybe some of the spells worked and some
didn't, but the character won't know which "charge" works until they try
to use it in combat. Sort of like finding a dud round in the chamber of
your revolver. Might encourage the characters to rely less on charging
up lots of magic items before heading off into battle.
And, yes, when I was actively GMing, my players both loved and feared
me. I was harsh, but I was fair (i.e.. I was harsh to everyone equally!)
Cheers!
Jim
--
"You taught me language; and my profit on't
Is, I know how to curse: the red plague rid you,
For learning me your language!"
-William Shakespeare, The Tempest Act I
Scene 2 verse 363