jtokay |
There is an oracle PC in one of my games, who has taken the “haunted” curse:
Haunted: Malevolent spirits follow you wherever you go, causing minor mishaps and strange occurrences (such as unexpected breezes, small objects moving on their own, and faint noises). Retrieving any stored item from your gear requires a standard action, unless it would normally take longer. Any item you drop lands 10 feet away from you in a random direction.
Normally, I’m one of those GMs that has no problem “filling in” details and expanding phrases such as “minor mishaps and strange occurrences” to take their appropriate place on the stage. However, with this campaign, there is a lot going on that I’m keeping track of and trying to stay on top of. PCs, NPCs, attitudes, machinations, etc. etc. etc. etc.
With all of that, this “haunted” curse has become not much of a curse at all except when the oracle retrieves something or drops something in combat (which there isn’t much of). That’s where I turn to you all for advice. Now, I don’t want this to monopolize the campaign, but I would like this PC to feel “haunted.”
Any suggestions?
Lurk3r |
Sounds like a good opportunity for Comic Relief...
If you don't feel like going down that road, maybe you could tie the haunting in with the plot more? Replace an exposition-based NPC with creepy signs appearing in the Oracle's oatmeal or the blood of slain enemies. Maybe when he(she?) drops items to the curse, they always point the same direction- maybe a sense motive/ perception/ knowledge check to notice?
John Pryor |
Just came across this thread and maybe I'm chiming in too late, but here goes. It seems to me that the curses are more for player flavor than requirements of the DM. So I, for example, have an oracle with clouded vision. I keep reminding people that I can't see what they're talking about and I don't target anything farther than 30 feet away. I get lost when chasing opponents because they are out of sight. I also sometimes lose my party during a chase scene. Which can be aproblem, but I have fun with it.
As for the haunted curse, I haven't played it (I think that restriction on pulling gear could be a serious problem for me.) I think if I did, I would play the character as twitchy, reacting to things that no one else can see. I'd describe the character as having hair moving to a breeze no one else feels. Stuff like that. I wouldn't expect the DM to do much of anything. DM doesn't have to do anything with lame, clouded vision, deaf, etc, so I don't think there should be an obligation on you for haunted. Of course if you WANT to spice things up, I'd say, go for it whenever you're in the mood. Move stuff around in the pack, bring the occasional spoiled meal, spill the wine flask. Have the latrine back up on the character. Have the character trip down stairs once in awhile for say 1 point of subdual. Things like that.
FWIW.
Abraham spalding |
When I had a character that was a Haunted Oracle in my campaign I took him to the side and explained how this was going to work:
Whenever I have something "bad" that is going to happen to a random PC I roll a dice to figure out which PC it is. Normally I work out the exact dice I need to get the exact number of players I have.
However with him being haunted I just use a dice of the next size up from the number of players I have in the party and he's all the extra numbers.
So if I have 5 people in the party, instead of rolling a d10 or a d6 (rerolling 6's) I roll a d8 and he's numbers 5~8.
If he went to find something it wasn't where he thought it would be, and generally he had a -2 circumstance penalty on all checks to find something he knew should be there (like looking for a specific type of alcohol in a bar).
Things like Gremlins, ghosts, fey, or outsiders generally could "tell" he was haunted too.
If he rolled a 1 on a check I didn't cause it to auto-fail if it normally wouldn't, but the spirits that haunted him would tease him about it for a while giving a -2 on his checks for 1d6 minutes afterwards (but typically not attack rolls, or save throws, or other things that could cause him to die -- the spirits *liked* picking on him and didn't want him dead yet).
Basically put if it made the character miserable or look like a schmuck then it happened to him.
John Pryor |
Good post. I thought it over and realized you were right and I was wrong. I was thinking about this from the player's perspective. An honest player will impose restrictions like blind, deaf, or tongues on himself, but the DM has to be prepared to step in and impose them if the player does not. The curse needs to cause the player problems because each curse has offsetting benefits that the player should not get for free.
The case of haunted is trickier than some of the others. The player could play twitchy, as I described, but, after thinking it over, I agree that the DM should apply some problems for the player, and the methods you suggested seem fairly reasonable. I would try to stay away from save or die type actions, but wouldn't have a problem with that character getting attacked more often, save or falling down stairs, and so forth.
Having the haunted character attacked on a random 5-8 vs the rest of the party on a 1-4 means the haunted character gets half of the random attacks. That might make it hard to keep the character alive. I'm not sure that's unfair, but it's enough to make me think long and hard before taking the haunted curse.
FWIW
bittergeek |
Good post. I thought it over and realized you were right and I was wrong. I was thinking about this from the player's perspective. An honest player will impose restrictions like blind, deaf, or tongues on himself, but the DM has to be prepared to step in and impose them if the player does not. The curse needs to cause the player problems because each curse has offsetting benefits that the player should not get for free.
The case of haunted is trickier than some of the others. The player could play twitchy, as I described, but, after thinking it over, I agree that the DM should apply some problems for the player, and the methods you suggested seem fairly reasonable. I would try to stay away from save or die type actions, but wouldn't have a problem with that character getting attacked more often, save or falling down stairs, and so forth.
Having the haunted character attacked on a random 5-8 vs the rest of the party on a 1-4 means the haunted character gets half of the random attacks. That might make it hard to keep the character alive. I'm not sure that's unfair, but it's enough to make me think long and hard before taking the haunted curse.
FWIW
The curse is "haunted" not "accursed". Weird stuff happens in his immediate vicinity, which can be a lot of fun to roleplay and could come from any number of reasons, from ghosts to mischievous fey. The character shouldn't be a magnet for bad happenings that cause damage to him or his property beyond what is described in the APG. Embarrassment, sure. Social difficulty, cool. Harassment, absolutely. Attacks? No. The "tongues" curse isn't that terrible either (unless you wanted to multi-class bard), and for small characters "lame" can be totally overcome with a single feat. Don't try to balance "haunted" with the completely broken "deaf", the curses aren't all on the same level in terms of impact.
Selgard |
First of all let me say the Haunted curse sounds the most fun to play. Running around "talking to myself" because literally no one can perceive the beings whO ic an see who are always flying/running/walking around talking to me and pestering me, is just.. fun.
On the topic at hand though:
Each curse has benefit commensurate with the hindrance. Haunting is rather light on boon and with that comes a rather light penalty. I'd be wary making the hindrance more substantial without a commensurate boost to the gain.
Adding to the curse half without adding to the benefit part, just.. isn't right.
-S
John Pryor |
Well, I agree in concept but not necessarily in detail. I think that Deaf is way too much a hindrance. But take, for example, Clouded Vision, which I and several other players I've gamed with have taken. At low levels you can't see anything beyond 30 feet. This has major implications for fighting. No long range spells or range weapon attacks since you can't see your opponents. Frequently have to delay on initiative because you can't see what's coming at you. Plus the small, flavor things like getting lost because the party has moved beyond your vision before you get a chance to act. It's a pretty serious hindrance. At higher levels your darkvision extends to 60 feet, which reduces but does not eliminate the problems and at higher levels you get the blind sense abilities which also help mitigate. Imo the benefits are minor and the hindrance can be pretty serious. In a recent mod, for example, I couldn't see the ghouls coming and they were upon me before I could get off a useful spell. I went down but luckily did not die thanks to other characters. I took this curse for flavor and I've enjoyed playing it, but make no mistake, it is a serious hindrance.
As another example, we have a guy who took Tongues or whatever that curse is called. (Can't remember the name). He travels with another character who took the language so they are able to communicate, even at low levels. The rest of us, however, don't know what he's saying and cannot easily communicate with him during a fight. That's a pretty serious hindrance, particularly for this player who is very tactical. At high levels he'll get the effect of the Tongues spell which is a significant benefit. There needs to be a significant negative offset.
So now, let's look at haunted as written. You have a problem if you drop things, which pretty much never happens. When's the last time you had someone affected by that? Only case I can think of offhand is if you get knocked unconscious and then wake up and have to pick up your weapon. It happens, but not often. Possibly if you switch weapons by dropping one. Pulling gear out takes longer. That's a more serious hindrance, but not very serious compared to clouded vision, imo.
Keep in mind that these are supposed to be curses, at least from a flavor perspective. Perhaps not "accursed" as you note, but still significant. There are beneficial offsets. So the haunted character gets Mage Hand, which can be very useful in the right circumstances and offsets the problem of dropping things. That's pretty much balanced imo. At higher levels, though, Telekinesis is a signficant benefit. If you're clever you can do some serious damage with that ability.
I think the DM needs to do something a bit more ominous than just letting the character be twitchy and talk to people who aren't there. I felt the poster who shifted the odds on random attacks went too far, but was in the right direction. In the example of 5 characters, I would recommend rolling a d6 and on a 5 or 6 attacking the haunted character, 1-4 the other characters. You need to do something more than just let the player use it for flavor. I like the flavor aspects, but I really feel there is more to the oracle's curse than that.
Just my 2 cents' worth.
Abraham spalding |
Abraham spalding |
The curse is "haunted" not "accursed"...
Haunted: Malevolent spirits follow you wherever you go, causing minor mishaps and strange occurrences (such as unexpected breezes, small objects moving on their own, and faint noises). Retrieving any stored item from your gear requires a standard action, unless it would normally take longer. Any item you drop lands 10 feet away from you in a random direction. Add mage hand and ghost sound to your list of spells known. At 5th level, add levitate and minor image to your list of spells known. At 10th level, add telekinesis to your list of spells known. At 15th level, add reverse gravity to your list of spells known.
As far as I'm concerned if everyone is getting hit or something is going to happen to someone at random in the party then having the oracle being more likely (but not guaranteed) to be the target is fair -- after all it's going to happen anyway something (aka the malevolent spirit) makes it more likely to hit the oracle.
I wouldn't use this to put the oracle into a save or die position -- but I would use it for most minor inconveniences or when it's something that would hit the party as a whole some how anyways.
I'm not talking about, "there's an ambush so every single enemy is going to target the oracle first" but "there is an ambush and each enemy is shooting each member of the party -- I have 2 more enemies than party members so someone is getting shot twice -- since this is fairly at random and the oracle has some bad juju going on he's got a higher chance of being one of the people getting shot twice."
I feel getting 6 extra spells known that are normally not even available to you is a big bonus.
Cartigan |
bittergeek wrote:The curse is "haunted" not "accursed"...Rules wrote:Haunted: Malevolent spirits follow you wherever you go, causing minor mishaps and strange occurrences (such as unexpected breezes, small objects moving on their own, and faint noises). Retrieving any stored item from your gear requires a standard action, unless it would normally take longer. Any item you drop lands 10 feet away from you in a random direction. Add mage hand and ghost sound to your list of spells known. At 5th level, add levitate and minor image to your list of spells known. At 10th level, add telekinesis to your list of spells known. At 15th level, add reverse gravity to your list of spells known.As far as I'm concerned if everyone is getting hit or something is going to happen to someone at random in the party then having the oracle being more likely (but not guaranteed) to be the target is fair -- after all it's going to happen anyway something (aka the malevolent spirit) makes it more likely to hit the oracle.
Yeah, that's totally on par with a mysterious breeze or your drinking cup moving on its own.
Abraham spalding |
Yeah, that's totally on par with a mysterious breeze or your drinking cup moving on its own.
Look don't want my mavolent spirits messing with you don't play a haunted oracle in my games.
As far as I'm concerned having a 3 in 8 chance instead of a 1 in 4 chance of being the one to take a single extra hit in a surprise round isn't a huge deal. Also I'm not comparing it to a mysterious breeze -- I'm comparing it to the standard to retrieve items, which can be easily negated with the handy haversack.
All in all you have a slightly higher chance to be the random target... if it's that huge of a deal then take a different curse.
Abraham spalding |
1 person marked this as FAQ candidate. |
I was actually under the impression the curse would over ridevany speed benefits from a hversack. ie that it would takeva standard action.
I see the sack as working over the curse since the sack specifically gives you the item you want. You think it the sack hands you that item.
You aren't simply "retrieving" something -- you are having it placed in your hand -- it literally *right there* waiting for you.
bittergeek |
Cartigan wrote:Yeah, that's totally on par with a mysterious breeze or your drinking cup moving on its own.Look don't want my mavolent spirits messing with you don't play a haunted oracle in my games.
As far as I'm concerned having a 3 in 8 chance instead of a 1 in 4 chance of being the one to take a single extra hit in a surprise round isn't a huge deal. Also I'm not comparing it to a mysterious breeze -- I'm comparing it to the standard to retrieve items, which can be easily negated with the handy haversack.
All in all you have a slightly higher chance to be the random target... if it's that huge of a deal then take a different curse.
But that results in the curse affecting other people, not just the oracle, which simply can't be what's intended. Arrows aren't flying in some random undirected fashion when a party is ambushed, archers are choosing targets based on some criteria, or just whoever is closest, whatever. In any event, the archers pick, not random dice. For the oracle to be targeted more often, the malevolent spirit haunting him would have to employ a mind-affecting magic on the archers, at bowshot ranges, with no save. Really? Even if a melee is involved, the combatants choose their targets, not fate, unless their minds are tampered with. The curse simply isn't that powerful.
Cartigan |
Mojorat wrote:I was actually under the impression the curse would over ridevany speed benefits from a hversack. ie that it would takeva standard action.I see the sack as working over the curse since the sack specifically gives you the item you want. You think it the sack hands you that item.
You aren't simply "retrieving" something -- you are having it placed in your hand -- it literally *right there* waiting for you.
What, really? You are going to have an Oracle take serious, possibly deadly effects from the Haunted curse but it doesn't override a Haversack?
Abraham spalding |
But that results in the curse affecting other people, not just the oracle, which simply can't be what's intended. Arrows aren't flying in some random undirected fashion when a party is ambushed, archers are choosing targets based on some criteria, or just whoever is closest, whatever. In any event, the archers pick, not random dice. For the oracle to be targeted more often, the malevolent spirit haunting him would have to employ a mind-affecting magic on the archers, at bowshot ranges, with no save. Really? Even if a melee is involved, the combatants choose their targets, not fate, unless their minds are tampered with. The curse simply isn't that powerful.
Yes and no -- The curse is powerful enough that nothing short of a deity can actually fully remove it. That is powerful -- and it doesn't require it to directly affect anyone else.
The spirit simply makes the oracle look like a better target -- have you ever met one of those people that just seem to have the word, "VICTIM" written all over them?
And it's not a case of the archer wanting to shoot someone else and being forced to shoot the oracle -- it's a case of the archer looking for a target and happening to see the oracle as one first. IF the archers were specifically aiming for one party member for some reason (say he's the next in line for the throne and his brother has specifically told the archers to kill him) then they'll target the other party member first of course.
But in a "random" ambush where they are each shooting a party member and there are two extra archers and they need a target there would be (in my games) a higher chance that the target they 'randomly pick' will be the oracle.
Please note I'm not saying the oracle is automatically picked -- there is still a 5 in 8 chance it won't be the oracle shot at, I'm not saying that the oracle will be automatically hit either -- if the shot misses it misses, and if it hits, but gets thrown off by an entropic shield or what not then that's that too.
It's simply in a random situation where there isn't a better reason to shoot one party member over another there is an increased chance that the random shot will be at the oracle.
Abraham spalding |
Abraham spalding wrote:What, really? You are going to have an Oracle take serious, possibly deadly effects from the Haunted curse but it doesn't override a Haversack?Mojorat wrote:I was actually under the impression the curse would over ridevany speed benefits from a hversack. ie that it would takeva standard action.I see the sack as working over the curse since the sack specifically gives you the item you want. You think it the sack hands you that item.
You aren't simply "retrieving" something -- you are having it placed in your hand -- it literally *right there* waiting for you.
Look I'm not saying that if it was a disintegrate spell trap that hit the party I would cause the oracle to be hit regardless. In fact in a situation where the attack/whatever is likely to cause actual death of a party member I would have even odds for everyone. The spirits don't want the oracle dead -- just to suffer.
Like I said if it was a random ambush by some mook/bandit types and they had a random shot to take that's at say +5 to hit and does 1d6+2 damage at level 10 then the oracle is (again) slightly more likely to be the random target.
I don't feel that is as huge of an issue as you make it out to be.
Remember the oracle still has a 5 in 8 chance of not being the target, and it is no guarantee that it will automatically hit the oracle.
And I'm not saying that once in the heat of combat the foes will (or won't) focus on the oracle -- they'll do whatever makes sense for them at that time.
But at a random time when something could randomly hit a party member and isn't likely to result in death and dismemberment -- yeah the oracle has a higher likelihood of being the random target.
That is all too -- just a higher likelihood of being a random target -- when there was already a likelihood of being a random target in the first place.
The handy haversack specifies exactly how it works -- as such the benefits from it are rather clear in this case. Now this wouldn't help the oracle with a belt pouch, or a normal bag of holding, or getting a weapon out, or anything else they might be retrieving from -- but from the bag of holding specifically yes, it manages to put the item in the reaching hand just like it says it does.
It is more akin to someone handing you something than you retrieving it. I'm not going to make the oracle spend more time grabbing something someone is handing her either. Now if the oracle is getting it out of someone else's bag (that isn't a handy haversack) then the oracle still has an issue.
Ravingdork |
The curse needs to cause the player problems because each curse has offsetting benefits that the player should not get for free.
This line of thinking makes no sense to me. No other class in the game has to be penalized for their "free" class abilities. Why should the oracle?
I remember a great many posters bemoaning the existence of the curses' mechanical game effects (rather than flavor effects) during the oracle playtests, so I know I'm not alone in this.
God forbid someone ever play a multiclass oracle.
Abraham spalding |
John Pryor wrote:The curse needs to cause the player problems because each curse has offsetting benefits that the player should not get for free.This line of thinking makes no sense to me. No other class in the game has to be penalized for their "free" class abilities. Why should the oracle?
I remember a great many posters bemoaning the existence of the curses' mechanical game effects (rather than flavor effects) during the oracle playtests, so I know I'm not alone in this.
God forbid someone ever play a multiclass oracle.
Multiclass means you just get your benefits at 1/2 the speed of normal.
Also for those that didn't like my increase in probability please remember that as a GM the very fact I allow it to be random is a nicety I don't have to observe -- I could simply state someone is getting attacked every time. The rolling to see who the target will be is my choice on how to do it fairly, and as such a slight increase in probability is really not a huge deal compared to simply stating "It will always be you."
Karuth |
The Oracle's player should take care that his curse comes into play. But if he or she doesn't there's some small anyoing things you can do.
The faint noises, the breeze, small objects moving... this all practically screams to come up when the oracle wants to be quiet and stealthy or do something delicate. Just some examples where this could come up:
The door squeaks when openened even though it is new.
A few small pebbles come loose as you climb on the walls to bypass a guard.
A wind breeze makes a shrub you are hiding in rustling and makes a watchdog look in your direction.
In a social encounter with some nobles a faint drawn out fart could be heard.
When the orcale performs something a button could come loose and make their pants fall.
A oracle that can play an instrument finds it out of tune whenever she wants to play it.
The straps of a disguise come loose and make it easier to see through it.
On a gambling table the haunt could move the bets around (if there is soemthing akin to roulette for example).
It all depends on what the oracles specialities/focus are. But you can find something fun to do with every kind of oracle. It can be a -2 penalty to pretty much any skill check.
And whenever it is funny and not dangerous you basically must embarrass the oracle ;3
John Pryor |
I'm not sure I disagree. But really, that's a pretty minor impact and you get some pretty nice spells to offset it.
After reading all the posts, I guess what it comes down to for me is that I'm puzzled by what the developers intended for this class. The range in impact of the curses is huge. If you take Deaf, you basically lose all NPC and PC interaction; that's a HUGE impact on the game. If you take Clouded Vision there is a big impact during fights because you can't attack anything at range and can't even see it; this affects weapon choice, spell choice, tactics, and, quite frankly, your chance of surviving an encounter. Most of the other curses seem to me to have a smaller impact than Deaf or Clouded Vision. Then we come to Haunted, and the impact is, wait for it, moving things around on a table or causing things you drop (and how often does THAT happen?)to be 10 feet away?? I just don't see any balance at all in the variations of this class. I don't understand the thinking.
I do understand the idea of having a class that takes a penalty in order to get a benefit. That's a lot of fun from a flavor perspective. If there was a net zero impact where the penalty and the benefit balanced, I wouldn't have any problem. I just don't think the impact of the curses or the benefits have been well thought out or balanced. I wasn't part of the test team. It might be interesting to go back and read the feedback.
As one of the other posters said, no other class has to take a similar penalty to get the class benefits. What that means to me is that the benefits should be more significant than the benefits other classes get if we have to take a curse, and I just don't think most of them are that big.
I do like the flavor. I just wish there were some consistency and balance of penalty and benefit.
Miryam |
Since I've been working on an Aberrant Sorcerer / Haunted Oracle, I'll share what I've done.
My PC started taking a handprint as his personal symbol, and he was already going to be an Aberrant Sorcerer. So, when he became a haunted oracle, I decided the problem wasn't with malevolant spirits. The problem was with his hands.
He gets Mage Hand, and he'll soon have Long Limbs. So, I've decided that he's starting to manifest other hands. Most of the time, they remain thankfully hidden under his clothes, and he has no real control over them. But when he starts moving things around, his hands start doing more, showing up where they shouldn't, that sort of thing. He has trouble with his things because other parts of him are constantly rearranging things. Once he starts getting Unusual Anatomy, more of his body will simply... be hands.
Snowtiger |
There is an oracle PC in one of my games, who has taken the “haunted” curse:
Quote:Haunted: Malevolent spirits follow you wherever you go, causing minor mishaps and strange occurrences (such as unexpected breezes, small objects moving on their own, and faint noises). Retrieving any stored item from your gear requires a standard action, unless it would normally take longer. Any item you drop lands 10 feet away from you in a random direction.Normally, I’m one of those GMs that has no problem “filling in” details and expanding phrases such as “minor mishaps and strange occurrences” to take their appropriate place on the stage. However, with this campaign, there is a lot going on that I’m keeping track of and trying to stay on top of. PCs, NPCs, attitudes, machinations, etc. etc. etc. etc.
With all of that, this “haunted” curse has become not much of a curse at all except when the oracle retrieves something or drops something in combat (which there isn’t much of). That’s where I turn to you all for advice. Now, I don’t want this to monopolize the campaign, but I would like this PC to feel “haunted.”
Any suggestions?
could have it start a bar fight *bottle flies off shelf and pegs some thug in the head*
also could randomly have it mess with rest full sleep due to nightmares ect
or maybe the ghost unties someones top there are many ways to mess with the oracle and party maybe a to small flame gets put out at random.
dont forget visions
Proley |
My haunted Oracle died but when he was in play we had a system where the ghose would take opportunities to prank him and such, but sometimes the ghost was helpful (like when the party has no idea what to do next, I'd be asked by the DM to roll a heeby-jeeby check and then the ghost would encourage me to go one way or the other).
One time we were fighting a ghost, and due to my haunted nature I got benefits and insights against it, not game breaking but adding flavour. At one point, my ghost threw a box at the other ghost.
That said, walking up the stairs, climbing ladders and standing near ledges, gutters, or pools was very dangerous for me.
Seppuku |
As a DM I have had a hard time keeping up with the Oracle and his haunted condition. Mostly because when the haunting occurred, no one knew why it was occurring and we spent too much table time in game with them trying to figure it out.
He had footprints appearing in the snow next to and slightly behind the Oracle while they walked across the frozen tundra. The party spent a lot of time trying to attack or discover the invisible creature that was stalking them.
I had books in a library falling off of shelves and sliding across the floor. Again, looking for hidden creatures and monsters and a lot of searching through books to find the significance of the moving books.
Fluttering torches lead to the party looking for the hidden doors or openings that they hadn't detected in their initial search.
Etc, etc, etc. Wastes a lot of time for not getting anything done.
lemeres |
could have it start a bar fight *bottle flies off shelf and pegs some thug in the head*
also could randomly have it mess with rest full sleep due to nightmares ect
or maybe the ghost unties someones top there are many ways to mess with the oracle and party maybe a to small flame gets put out at random.
dont forget visions
You could give no new mechanical effects, but reflavor his failures so that they are far more embarrassing for the player with the group. Horribly failing a diplomacy check with a king might be played out as an above mentioned....wardrobe malfunction. A failed stealth check is because the spirit started tipping over large vases. Get creative enough, and the penalty for the player will come from the rest of the group mocking his spectacular disasters, even if it would have happened any way due to the numbers.
Kerebrus |
I played a Haunted Oracle for a while (until an unanticipated planar rift created a party schism, but that is another story).
the best way that I played it was a synergy of my Perception Skill and my dice. with no ranks in Perception (on purpose) and an uncanny ability to tank Perception rolls it went something like this:
other character, makes decent perception roll, "Did you see that?"
me, "what exactly do you mean by 'that', I see and hear things all day long, if I were to ask you - Did you see that? every time I saw something I would get left in the woods by a party that didn't get any sleep."
It is a curse without a ton of mechanical downside. fair enough. Ask the player to work on it.
I also made sure to keep my possessions to a minimum - just couldn't trust those spirits.
Bardess |
I waived the spirits thing entirely with my Oracle of Lore. I'm simply most distracted in real life, and made her the same ("Where... where... WHERE DID I PUT THAT WAND OF HEALING?! Wait just a moment... It WAS here just this morning... or yesterday..."). Really: I once couldn't find my car keys for a month. And then they were in my purse.