So I'm creating a setting in which artifice exists sort of in opposition to primal magic; ex: when Druid or Ranger spells are used around paving stones, the stones are overtaken by grass in addition to other effects, etc.
The evil artificer villain's macguffin is a creepy surgical bay capable of synthesizing bodies into powerful zombies for his plan to take over the world. My main idea for a way to disable it: a primally powered character gives up their abilities, pouring everything they have into the "nature abhors tech" law, and each wire and tube and tank of liquid is torn apart by ivy, roots, and fungi, destroying the bay.
Is this a good idea or is a character sacrificing themselves to depower the BBEG's big item too much of a trade-off?
I wouldn't feel great designing a campaign's plot in such a way that it requires one of my players to throw away everything their character has worked toward becoming. Character death - or something very near to it, like this - should happen organically, not be forced by the plot.
Bare minimum, the question of "how would you feel about a plot point that forces you to sacrifice your character or all of their achievements?" needs to be brought up in Session 0.
The best approach I could see for this is for an NPC ally of the party - possibly a family member or mentor to one of the PCs - to make that sacrifice. It gets the job done and it also opens the door for a quest to somehow restore the NPC ally's powers somehow after the big bad is defeated.
I wouldn't feel great designing a campaign's plot in such a way that it requires one of my players to throw away everything their character has worked toward becoming. Character death - or something very near to it, like this - should happen organically, not be forced by the plot.
Bare minimum, the question of "how would you feel about a plot point that forces you to sacrifice your character or all of their achievements?" needs to be brought up in Session 0.
The best approach I could see for this is for an NPC ally of the party - possibly a family member or mentor to one of the PCs - to make that sacrifice. It gets the job done and it also opens the door for a quest to somehow restore the NPC ally's powers somehow after the big bad is defeated.
That could definitely work. If you have a DMPC, that’s even more heart wrenching for the party.
I get that. Right, using an NPC is probably a good idea. I have a separate NPC-breaking idea though, so either I wouldn't use both to avoid torturing that character or I would, and it would happen before they quite regain their abilities.
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I am the very model of a modern gnome barbarian
I get in fights with clerics Catholic and Pastafarian
Despite the rest of civilization having turned agrarian
I am the very model of a modern gnome barbarian
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So I'm creating a setting in which artifice exists sort of in opposition to primal magic; ex: when Druid or Ranger spells are used around paving stones, the stones are overtaken by grass in addition to other effects, etc.
The evil artificer villain's macguffin is a creepy surgical bay capable of synthesizing bodies into powerful zombies for his plan to take over the world. My main idea for a way to disable it: a primally powered character gives up their abilities, pouring everything they have into the "nature abhors tech" law, and each wire and tube and tank of liquid is torn apart by ivy, roots, and fungi, destroying the bay.
Is this a good idea or is a character sacrificing themselves to depower the BBEG's big item too much of a trade-off?
I am the very model of a modern gnome barbarian
I get in fights with clerics Catholic and Pastafarian
Despite the rest of civilization having turned agrarian
I am the very model of a modern gnome barbarian
I wouldn't feel great designing a campaign's plot in such a way that it requires one of my players to throw away everything their character has worked toward becoming. Character death - or something very near to it, like this - should happen organically, not be forced by the plot.
Bare minimum, the question of "how would you feel about a plot point that forces you to sacrifice your character or all of their achievements?" needs to be brought up in Session 0.
The best approach I could see for this is for an NPC ally of the party - possibly a family member or mentor to one of the PCs - to make that sacrifice. It gets the job done and it also opens the door for a quest to somehow restore the NPC ally's powers somehow after the big bad is defeated.
That could definitely work. If you have a DMPC, that’s even more heart wrenching for the party.
Heyo! You can call me Link. Here’s a bit about me:
Roomba Knight, Architect of the Cataclysm, Foxy Lunar Archpriest. Dubbed The Fluffy Bowman by Golden. He/Him
Theatre Kid, Ravenclaw, bookworm, DM, Lego fanatic, mythology nerd, pedantic about spelling. I also love foxes, cats, otters, and red pandas!
I love K-pop Demon Hunters and Korean Mythology. If you want to ask me about something, send me a PM!
I try to keep the peace and be neutral most of the time…
I get that. Right, using an NPC is probably a good idea. I have a separate NPC-breaking idea though, so either I wouldn't use both to avoid torturing that character or I would, and it would happen before they quite regain their abilities.
I am the very model of a modern gnome barbarian
I get in fights with clerics Catholic and Pastafarian
Despite the rest of civilization having turned agrarian
I am the very model of a modern gnome barbarian