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Not if the ends I am going for will be lost by using those means. It is not a matter of "I want that thingie, but I can't murder the guy who has it because then I would not be good", it is "I want that thingie, but if I murder the guy who has it, then the end result is not one I want. Let's see if I can come to an agreement with him, maybe we can both be happy with the results."
The slumber hex was an example. Misfortune is pretty much as bad. Icy prison is worse. Add in the stuff a witch can do with feats etc, and hexes truly become bothersome. That "save once and be safe for 24 hours"? Yeah, no. And of course, cackle maintains them indefinitely. I have played as GM for a witch character. There is nothing sexy about the hexes, it just turns the game into guessing how much you can tailor the enemies to the witch without the player considering you a dick. If you do not, I describe what happens above. Oh, and for the record, with ninety percent of AP fights as single monsters, "being ready for the hexes" means actually designing the entire AP worth of combat again.
If we're discussing this, I can't help but feel we should widen the discussion to the concept of archetypes. In much the same way lots of people have arachnophobia but would not react in the same way to a kalashnikov, there are concepts we humans seem to react to in a very primal way. By and large, these are the things set down in mythology. And, very evidently in books like Lord of the Rings, using them gets a response from us. Of course, we also know the old myths, and are not that interested in reading a simple retread. We want the archetypes, but ALSO, we want something about them we can recognize from our own situation. Written right after the second world war, LotR borrows themes rather aggressively from that conflict, even if I will not claim it is a straight retelling as some would say.
The hunger games is the story of Jeanne D'Arc in a sci-fi dystopia. Harry Potter. Spider Man. And so on and so forth, we get mythology, with a different sensibility.
As for fantasy worlds, it's pretty much the same thing. You need enough archetypes to make our mythological hunger start ticking, set with modern themes. Forgotten Realms is largely mythological, but also more than a little superhero-themed with great archmages, pig farming with huge amounts of description of shoemaker shops, discussions of merchant guilds and their tactics, and so on. Golarion spans the range of technology from neolithic age to 19th century or so, and so on.
We need both myth and modern.
"You are attacked by a..."
GMing for a witch character is a complete and utter borefest. Everything gets hit by the same bloody hex. If it is alone and not one of the few exceptions, it will go down. And then you get into "why is it we're just fighting undead and elves lately?" territory. It is a massive headache. Banning the witch is a far easier decision.
It's a pretty complicated story. In short, CIA wanted a plausible excuse for being in Iran due to the Iranian hostage crisis, and decided on a movie filming. The story to not be filmed was Lord of Light.
Recently, there was a film made about this, called Argo.
Killing a villain is not necessarily a loss for evil as such. There will be others clawing their way to the top of the pile. Some villains actually hold back the darkness through inefficiency. For a RL example, the allies decided in 1944 not to try to assassinate Hitler for this very reason.
But all of this misses the point: You don't do good by doing evil. You can't ignore the means you use. Waterboarding people IS EVIL. If you use evil means to get there, the Higher Goal you seek will be tainted by that. And if you're discussing GMing for a paladin character, you need to stop being a jerk by putting them in situations that can't be won by your judgements.
Even better, make them wait for a signal. The bad guy is going to start a ritual, but they don't know when. If they attack too soon, they risk the bad guy relocating. So they have a charmed cultist talk to them about warning them when the ritual begins. The only issue is they need to act fast once it does.
What a fascinating story. Even more fascinating is the fact that LSL 1 had copy protection that certainly was not aimed at proving you had the manual, but one designed to prevent people under 18 from playing it. It did this by asking questions you presumably wouldn't know the answer to unless you were eighteen at the time of the game's release. It is one of the most adorable DRMish pieces of coding ever made. Presumably, then, your story is made up?
Kobold Cleaver's 83 Thread Types To Avoid (Or, A Huge Waste Of Time About Other People's Wastes of Time)
Anything dry enough, salty enough, or sugary enough keeps virtually forever. Jam opened and then left for a decade in the fridge will most likely be perfectly fine. The only way to get something to keep even longer is to remove all oxygen from it. Tin cans and bog corpses both function along that principle. But if you DO get a little air in, the environment will become anaerobic, opening the door to infection by various anaerobic bacteria. Of these, clostridium botulinum is the best-known. It has a poison, among the strongest poisons known to man, that causes paralysis. Of course, this poison is what people inject in their foreheads to look younger, botox.
At least in some edition of 3.X, quarterstaves were free. This meant that by the crafting rules, creating them took zero time. Thus, just make quarterstaves. A virtually infinite number of them. The nukes will detonate and char the jigillion quarterstaves, but enough people will survive far below the surface of the new sea of wood. And hey, not even a wizard.
Make it cool to play a cleric. Show them awesome clerics. Let them fight some of them, see others in action. Give an extra skill point or two if needed. Make the divine parts of the world present in various ways. Make temples important actors.
The problem with playing a cleric is twofold: That everyone expects you to be their healbot, and that you have a massive number of spells on your spell list and need to choose among them, i.e. learn about all of them.
So, if someone starts a cleric character, support them in playing the way they want to. Make it clear that a cleric is far, far more than the healbot it used to be in earlier editions.
Direct the player to a suggested pool of spells for his concept, if you can.
A really tired kid will often be hyperactive. Thus, when you give a tired non-hyperactive kid sugar, it will get a short term blood sugar increase that will help it function and not be as tired. However, sugar passes, and by that point the kid will be tired and maybe hyperactive. This has nothing to do with a sugar buzz. Caffeine, now...