How much control does / should a GM have over a PC?


Pathfinder First Edition General Discussion

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Silver Crusade

Hugo Rune wrote:

@shallowsoul - I think we're agreeing but I'm not sure. The GM set the framework but the player decided to perform the action. That action has consequences. It's then up to the player to decide how to deal with the fallout of those consequences.

Where I disagreed with you was the GM having to tell the player what happened and what is going to happen and then giving the player the option to change character. What happened should be self explanatory at a high level. Taking scenario 1 - you p*ssed off a God enough that they took time out of running their part of the multiverse to personally alter reality so that you've got a different bloodline. Taking scenario 2. You've picked up the Axe and now have an overwhelming urge to keep it [Will save DC999 or whatever to drop].

What is going to happen is also up to the player. With scenario 1, they could decide to keep it, find out why they got cursed, go on a quest to restore themselves, two or three of the above or anything else - it's up to the player. With example 2, they could go - cool I've got an uber-axe, what is it I should find a sage, or go on a quest to get it removed. All player choices, not GM ones. All th GM knows is that everytime the axe is used, or after x period of time something happens.

The problem is the player thinking that the DM isn't going to pay attention to the "Lords will be watching part" which is an assumption on the player's part. That player should have told the DM what he was going to do because I'm sure the DM would have told him what the consequences of his actions would have been which the player would then need to decide if he wants to roll with it or change characters.

News Flash! Not all concepts are going to work and I hope players realize this. You can't roll up into a campaign and always expect your concept to work and or be accepted.

Silver Crusade

Thomas Long 175 wrote:
shallowsoul wrote:
That's right, so if you decide to go down that road with fate and alignment then you have to accept the consequences. You don't get to decide what happens, well you get to decide the road you want to go down and if it conflicts with something in the DM's world then he decides what the final outcome is.

There is no inbuilt game mechanic for what you suggested. At all. Nothing anywhere that says "if you're not good you can lose the celestial bloodline."

Like I said, he can make up whatever he wants. Quit pretending its a paladins code. Its not. As per raw or RAI, what you're suggesting is not possible. Quit pretending it is.

GM can do whatever he wants. This is a dick move that blindsides players.

The game does "NOT" run solely on game mechanics.

You learn something new everyday.


shallowsoul wrote:

The game does "NOT" run solely on game mechanics.

You learn something new everyday.

Actually yes it does. Especially if you're trying to create a mechanical effect at the core of a being. That section is located very directly in mechanics.

Aka can I make a fighter lose weapon training because he didnt' use his sword last level?

Not by RAW you can't!

Well, it never says I can't.

Yeah which means its assumed you can't. You can't just take away random class features in game based on fluff. There are a few classes with class features that say that they can. Otherwise, as per RAW, no, you can't.

You learn something new everyday.

Shadow Lodge

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Some people don't seem to learn anything.


shallowsoul wrote:


<snip>

The problem is the player thinking that the DM isn't going to pay attention to the "Lords will be watching part" which is an assumption on the player's part. That player should have told the DM what he was going to do because I'm sure the DM would have told him what the consequences of his actions would have been which the player would then need to decide if he wants to roll with it or change characters.

News Flash! Not all concepts are going to work and I hope players realize this. You can't roll up into a campaign and always expect your concept to work and or be accepted.

Ah I see where you're coming from and we have different starting assumptions. I read the initial scenario as the GM was happy with the player's PC and then the GM changed the bloodline based solely on the character's background and fluff. This is not cool. But changing it as a result of the player's actions in the game is valid.

I agree ground rules with my players for what is/isn't acceptable as character concepts so that there is a harmonious party that suits the adventure. This is genuinely collaborative and requires me to adapt the adventure framework to the group as it does the individuals to each other.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
shallowsoul wrote:
The problem is the player thinking that the DM isn't going to pay attention to the "Lords will be watching part" which is an assumption on the player's part. That player should have told the DM what he was going to do because I'm sure the DM would have told him what the consequences of his actions would have been which the player would then need to decide if he wants to roll with it or change characters.

Watching is NOT cursing. You're the one making assumptions here. Also, the player couldn't possibly have an evil celestial bloodline sorcerer

What's more, I honestly don't see "being watched, tracked, or even possibly hunted by the occasional celestial agents" as being a consequence. Why? Because the player obviously chose it as being part of her character, every bit as much as she chose the Flyby Attack feat. Ideally, this is something that the player and GM would have discussed, and agreed to, during character creation.

The problems arise when the GM takes control of the character out of the blue and throws down a curse AFTER character creation POST discussion. That's blindsiding the player and is nothing more than a malicious act from a bully on a power trip.

Hugo Rune wrote:
...the GM sets the framework but the players control the action. The GM can't know what's going to happen (other than privately consider some possible outcomes) because the player hasn't decided on their course of action.

The GM can't know that celestial agents might hunt down the evil villain who stole power from the heavens? How could the GM NOT know something like that? He's the one who decides whether something like that will ever happen!


Thomas Long 175 wrote:
shallowsoul wrote:

This is hilarious.

Your aren't even using examples that are remotely close.

Funny because the fluff here is contradictory or did you not read the section I posted?

YOUR FATE (AND ALIGNMENT) IS YOUR OWN TO DETERMINE.

I dare you to find one section in there, just one, that says that "if the deities judge you not to be good you lose your bloodline."

See what you're doing is using fluff (non rule related crap) to make junk up. Which is fine. But quit pretending that its RAW or even RAI. Its not. Its houserules. Play the way you want but its not even RAI.

YOUR FATE (AND ALIGNMENT) IS YOUR OWN TO DETERMINE.

And if you poke the Gods enough, your chosen fate will be bad. The things you do will have consequences.

PRD Sorceror wrote:
Bloodline Powers: Your celestial heritage grants you a great many powers, but they come at a price. The lords of the higher planes are watching you and your actions closely.

You say that the text is fluff, I say it is RAW. My evidence is that the Devs actually included it in the rules. Your evidence is?


Vod Canockers wrote:
You say that the text is fluff, I say it is RAW. My evidence is that the Devs actually included it in the rules. Your evidence is?

Evidence is there are no listed actions or penalties associated with that text. There is no penalty mechanical or otherwise listed in that section.

aka. yes they can watch all they want. There is nothing listed about losing your bloodline. There is nothing even listed about them hunting them down. So yeah, I'll take it you're right. The gods are watching. You've followed the rules to the letter. I'll give you the gods are watching. Anything else you want?


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

Watching you closely is hardly anything more than what the lords of higher planes likely do to anyone else...that is to say, nothing.

Anythign beyond that is at the discretion of the GM (hopefully with input from the player).

I ask all of you this: At what point did this stop being a cooperative game? The GM is supposed to work with his players, and vice versa, just as much as the players are supposed to work together themselves.


Ravingdork wrote:

Watching you closely is hardly anything more than what the lords of higher planes likely do to anyone else...that is to say, nothing.

Anythign beyond that is at the discretion of the GM (hopefully with input from the player).

I ask all of you this: At what point did this stop being a cooperative game? The GM is supposed to work with his players, and vice versa, just as much as the players are supposed to work together themselves.

When the player (or GM) wants the advantages of something, without dealing with any consequences of having it or their actions.


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The line that they are watching you closely means nothing without the necessary implication that they'll do something about if if you cross "The line".

Imagine as you leave detention the teacher says "I'll be watching you."

What're they saying?
that you have a nice butt and they'll be watching it?
that they like your clothes and hope to see them again?

Of course not. They are saying, "IF YOU SCREW UP WE'LL BE MEETING AGAIN".

They Will Be Watching.
It has an implication and its not "with popcorn because we're bored up here and think you'll make saturday night entertainment."

They'll be watching and if you are abusing their powers then action will be taken.

-S


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

That's a fair point, Selgard, though the whole "take action for abusing your powers" is still an assumption. It could just as readily be referring to evil forces hoping to capitalize on your wickedness/abuses.

It's ultimately up to the GM. I just hope that, since it was all decided upon during character creation, that the player got a heads up from the GM.

"That's a really cool character concept, and it seems to fit with what the rest of us are trying to do here, but know that choosing to make enemies of celestial-kind may well have dire consequences down the road. They just don't take betrayal and murder of their kind (or in general) lightly."

Even then, I would still say a class altering curse from the gods is bad/wrong. Why? Because the player (or his character) can't do a damn thing about it. If a few celestials scheme to bring about the downfall of the character, that's different, that's the kind of thing an adventurer faces anyways--and can possibly do something about (even if it's merely reactionary self-defense).

Liberty's Edge

I think the GM has the right to define the boundaries of the game, for example Core rules only, no summoners, perhaps even not all races are available. Things that the setting or world have or don't have. But once the general scope of the game is defined then I think the GM shouldn't interfere with the players choices.

I disagree with the player argument that if its in print its in the game, these are the things the GM should ultimately have the say over - but in discussion with the players. Perhaps there might be a chance of a 'unique' class or race which helps the GM spin the yarn of daring-do.

But I think players should be willing to except, gracefully, if a GM says no to something. Again I NOT suggesting waiting until the players have made their PC's and then surprising them with a wall of NO's. But at the onset the GM may suggest that Elves don't exist AT ALL. Not rare, none, zero, zilch. This would be fair enough in my opinion if put to the players before the character generation began.

S.


Can a GM REALLY mess with a character build? Sure, but let the player know that bad things are on the horizon for them, and there are consequences for offending the gods. Play it up! Have fun with it, after all, what hero doesn't suffer their "darkest hour" right before finding their true strength and winning the day?

If you're going to do it, do it so that it makes sense in the context of the story as well, don't just mess with the rules to gimp the player in specific-rules terms.

If you're going to curse the PC, then make it a consequence, or a major plot-hook. Always give them an "out" as well (something down the road) but maybe with unintended consequences.


Ravingdork wrote:

Watching you closely is hardly anything more than what the lords of higher planes likely do to anyone else...that is to say, nothing.

Anythign beyond that is at the discretion of the GM (hopefully with input from the player).

I ask all of you this: At what point did this stop being a cooperative game? The GM is supposed to work with his players, and vice versa, just as much as the players are supposed to work together themselves.

I can't tell if you intentionally meant to hit a Bee's nest or not but I swear you're trolling your own thread. :P


Three points:
1. Establish the boundary from the start. I 'give' the pc a negotiated sub-plot to start with, thereby establishing that I WILL have an input into the character development in a narrative sense. Said celestial character will have been long forewarned that the 'curse' was coming and would be offered a choice to facilitate his redemption (i.e. become good/again).
2. Know your players, some can take this kind of 'input' (some even welcome it) and react maturely. Some can't.
3. Everything is story - give him the chance to undo the curse. If he chooses not to take it then fine, if he chooses to then fine.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

Why would anyone steal divine powers if there is a curse involved? They wouldn't. They'd go steal some other powers without baggage.

Some might risk the anger of celestial beings, however. Once you have power, they can be dealt with.


Not sure if this is gonna sound like a strawman but this is towards the person saying fluff is worthless. You do realize that the entire story a DM comes up with, or the paizo writers come up with, is in fact fluff right? If the game was only mechanics, all anyone would be doing is rolling dice to see if their numbers are better than the numbers the DM rolls based on some modifiers and then gaining some numbers in a pool (exp) which when you get enough, makes your other numbers go up. All that detail in the books you call fluff is in fact the story. Details of a race's history and how they fit in the world of Golarian is fluff. A character's background is fluff. Descriptions on how a spell works aside from the numbers, fluff. The reason the villain of a story is doing what he is doing, fluff. Story objectives, fluff. The world itself is all fluff. The "meaningless fluff" is the very heart of roleplaying. Without that flavour and story, your just basically running spreadsheets and doing accounting. So before you call anything meaningless or worthless fluff, remember that you are insulting every story writer that GMs or writes adventure paths for others. Without the fluff, there is no real game there. I want the story and detail of the world in my games, not just pure numbers and mechanics. I really don't think anyone wants to play No Frills Pathfinder.

Now for what the point of the thread was, there is something I said to my players. If you want to write a detailed background, go ahead. But be careful because I will actually use it. You can do whatever you want in my games, but remember that there are consequences for your actions. Say that before character creation and you can do what you like with their background if you can PROPERLY justify it. You gave them the disclaimer but they still gave you the opening. But I would also give the person a chance to get their bloodline back. And for saying you can't change someone's bloodline, well they're the gods and they control the very reality of the world. If they say the sky is made of potatoes, it happens.


Adamantine Dragon wrote:
Trying to figure out exactly how this thread brings anything to the table not already exhaustively explored on dozens of "paladin falls" threads.

Smartass response: Because it's a sorcerer falling, not a paladin.


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shallowsoul wrote:


You can disagree all you want but it doesn't change anything. The DM controls the universe that you play in so if you do something that causes the ball to start rolling then you don't always get to decide where it's going to go.

This reminds me of last week. I had to tell a player that he was taking Power Attack as his level 3 feat. He didn't like the idea, said it didn't match his "concept". I couldn't let him gimp his character like that. Pretty much everyone on the boards agrees that Power Attack is too good not to take. So, I told him I wouldn't let him risk all of the advantages, opportunities, and work I'd put into his character, and it was my game my rules. "But I'm a sorcerer" he says. "Look, we both know that magic is precious and special, so you can't go using it every fight" I answered.

Player entitlement really has gotten bad.

Spoiler:

(This was satire, I really hope I didn't need this disclaimer)


So why aren't the evil gods cursing every paladin they find so his bonded weapon becomes a club or his mount a pony?


Talonhawke wrote:
So why aren't the evil gods cursing every paladin they find so his bonded weapon becomes a club or his mount a pony?

Because they don't go after someone for just existing. Read the example again. The sorcerer is facing cosmic justice for being a pact breaker which can be quite a serious thing. A pact with a celestial being is not something to be done lightly and breaking it should have severe consequences. Said pact gave him the power by his own words so breaking it could take it away.

Sovereign Court RPG Superstar 2009 Top 32

Thomas Long 175 wrote:


There is no inbuilt game mechanic for what you suggested. At all. Nothing anywhere that says "if you're not good you can lose the celestial bloodline."

Like I said, he can make up whatever he wants. Quit pretending its a paladins code. Its not. As per raw or RAI, what you're suggesting is not possible. Quit pretending it is.

GM can do whatever he wants. This is a dick move that blindsides players.

I don't feel it is a "dick move" at all. I think it is very lenient, I would have expected an archon strike team. However, a GM usually should avoid removing assets from players arbitrarily. That is just bad form and many players react strongly.

In this case, the player asked for it. He invited punishment in much the same way any of the dime a dozen renegade warlocks do. If the backstory had been more of the "born hthis way" variety, the pc would IMC get away with it.


For the people that argue the mechanics are everything, you are forgetting about Rule Zero.


shallowsoul wrote:
wraithstrike wrote:
The GM should stay away from the PC. If a GM made a "mechanical" change to my PC like that I would, at the least, just play something else. I might even allow him to find someone to take my place at the table.
Gotta live with your actions.

Would you allow a player to have a mechanical advantage due to his background story?


Vod Canockers wrote:
Ravingdork wrote:

Watching you closely is hardly anything more than what the lords of higher planes likely do to anyone else...that is to say, nothing.

Anythign beyond that is at the discretion of the GM (hopefully with input from the player).

I ask all of you this: At what point did this stop being a cooperative game? The GM is supposed to work with his players, and vice versa, just as much as the players are supposed to work together themselves.

When the player (or GM) wants the advantages of something, without dealing with any consequences of having it or their actions.

Every bloodline comes with a flavor/fluff description. THEN they list the mechanics(actual rules).

The format is:

flavor

bonus class skill

bonus spells

bonus feats.

Are YOU saying that you NEVER noticed that? O_o


depends on how strong an advantage, party makeup, players, balancing, etc.

an overwhelming advantage, probably not.
a large advantage, maybe if i thought them a little underpowered compared to the others (taking into account noncombat too)
a minor advantage, if the bg was strong enough sure.

edit:
also, if prearranged for a weakness/advantage. a character having a disadvantage based on the world, i would probably either counteract with an advantage later or something similar. I have had GM's insist on having a char flaw with no cooresponding advantage. made for interesting RP.

edit: 2{ i would strive to find other ways to handle a problem than just nixxing an item/advantage.


Jaçinto wrote:
For the people that argue the mechanics are everything, you are forgetting about Rule Zero.

You are missing the point. We know flavor matters, but flavor text and rules text are not the same. Otherwise they would not have different names, and different purposes. They both work to enhance the game, but in different ways. If a GM is going to start using one for the other, he should let the player know in advance.


wraithstrike wrote:
Vod Canockers wrote:
Ravingdork wrote:

Watching you closely is hardly anything more than what the lords of higher planes likely do to anyone else...that is to say, nothing.

Anythign beyond that is at the discretion of the GM (hopefully with input from the player).

I ask all of you this: At what point did this stop being a cooperative game? The GM is supposed to work with his players, and vice versa, just as much as the players are supposed to work together themselves.

When the player (or GM) wants the advantages of something, without dealing with any consequences of having it or their actions.

Every bloodline comes with a flavor/fluff description. THEN they list the mechanics(actual rules).

The format is:

flavor

bonus class skill

bonus spells

bonus feats.

Are YOU saying that you NEVER noticed that? O_o

Yep, and the line about being watched isn't in the "flavor" it is in the powers part.

PRD wrote:


Celestial

Your bloodline is blessed by a celestial power, either from a celestial ancestor or through divine intervention. Although this power drives you along the path of good, your fate (and alignment) is your own to determine.

Class Skill: Heal.

Bonus Spells: bless (3rd), resist energy (5th), magic circle against evil (7th), remove curse (9th), flame strike (11th), greater dispel magic (13th), banishment (15th), sunburst (17th), gate (19th).

Bonus Feats: Dodge, Extend Spell, Iron Will, Mobility, Mounted Combat, Ride-By Attack, Skill Focus (Knowledge [religion]), Weapon Finesse.

Bloodline Arcana: Whenever you cast a spell of the summoning subschool, the creatures summoned gain DR/evil equal to 1/2 your sorcerer level (minimum 1). This does not stack with any DR the creature might have.

Bloodline Powers: Your celestial heritage grants you a great many powers, but they come at a price. The lords of the higher planes are watching you and your actions closely.

Heavenly Fire (Sp): Starting at 1st level, you can unleash a ray of heavenly fire as a standard action, targeting any foe within 30 feet as a ranged touch attack. Against evil creatures, this ray deals 1d4 points of damage + 1 for every two sorcerer levels you possess. This damage is divine and not subject to energy resistance or immunity. This ray heals good creatures of 1d4 points of damage + 1 for every two sorcerer levels you possess. A good creature cannot benefit from your heavenly fire more than once per day. Neutral creatures are neither harmed nor healed by this effect. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Celestial Resistances (Ex): At 3rd level, you gain resist acid 5 and resist cold 5. At 9th level, your resistances increase to 10.

Wings of Heaven (Su): At 9th level, you can sprout feathery wings and fly for a number of minutes per day equal to your sorcerer level, with a speed of 60 feet and good maneuverability. This duration does not need to be consecutive, but it must be used in 1 minute increments.

Conviction (Su): At 15th level, you can reroll any one ability check, attack roll, skill check, or saving throw you just made. You must decide to use this ability after the die is rolled, but before the results are revealed by the GM. You must take the second result, even if it is worse. You can use this ability once per day.

Ascension (Su): At 20th level, you become infused with the power of the heavens. You gain immunity to acid, cold, and petrification. You also gain resist electricity 10, resist fire 10, and a +4 racial bonus on saves against poison. Finally, you gain unlimited use of the wings of heaven ability. Finally, you gain the ability to speak with any creature that has a language (as per the tongues spell).


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Responding to the OP only:

The GM on question should seek player approval before tampering with character options. As presented, it seems like a thinly veiled power trip. The GM is there to entertain the players, and while that sometimes calls for a little sadism, you are not allowed to completely ignore the most obvious cues the player gives you: the character options.

I'll not say this can never be done, but only superb and empathic GMs should ever attempt this kind of shenanigan. A GM's vision of setting and rule balance doesn't trump the basic assumptions of player agency vis a vis character options.

Silver Crusade

Every DM you come across can do something different but he is well with in his rights to invoke the powers of the lords that are watching. If you the player aren't reading everything or you're just ignoring certain parts then that's your problem.

You don't get to tell the DM that the powers that be aren't watching, that's the DM's job and whether they act accordingly.

Can a DM let you get away with this? Yes.

Will it make sense in retrospect of the entry in the powers section? No.

Silver Crusade

Evil Lincoln wrote:

Responding to the OP only:

The GM on question should seek player approval before tampering with character options. As presented, it seems like a thinly veiled power trip. The GM is there to entertain the players, and while that sometimes calls for a little sadism, you are not allowed to completely ignore the most obvious cues the player gives you: the character options.

I'll not say this can never be done, but only superb and empathic GMs should ever attempt this kind of shenanigan. A GM's vision of setting and rule balance doesn't trump the basic assumptions of player agency vis a vis character options.

We aren't talking about a DM homebrew, we are talking about an entry in the powers section of the class.


Vod Canockers wrote:
Yep, and the line about being watched isn't in the "flavor" it is in the powers part.

Actually that is the flavor part.

If you watch the formatting the part above the bonus skill is flavor text.

-------------------------

Celestial<--name of bloodline

Your bloodline is blessed by a celestial power, either from a celestial ancestor or through divine intervention. Although this power drives you along the path of good, your fate (and alignment) is your own to determine.<---flavor text

Class Skill: Heal.<--bonus skill

etc..

edit:It also matches my last post.


Another example:

Destined<--name of bloodline

Your family is destined for greatness in some way. Your birth could have been foretold in prophecy, or perhaps it occurred during an especially auspicious event, such as a solar eclipse. Regardless of your bloodline's origin, you have a great future ahead. <---flavor text

Class Skill: Knowledge (history).<--bonus skill


wraithstrike wrote:
shallowsoul wrote:
wraithstrike wrote:
The GM should stay away from the PC. If a GM made a "mechanical" change to my PC like that I would, at the least, just play something else. I might even allow him to find someone to take my place at the table.
Gotta live with your actions.
Would you allow a player to have a mechanical advantage due to his background story?

bump

Silver Crusade

wraithstrike wrote:
wraithstrike wrote:
shallowsoul wrote:
wraithstrike wrote:
The GM should stay away from the PC. If a GM made a "mechanical" change to my PC like that I would, at the least, just play something else. I might even allow him to find someone to take my place at the table.
Gotta live with your actions.
Would you allow a player to have a mechanical advantage due to his background story?
bump

Why did you bump it?

It has nothing to do with what's going on. A player's background story has nothing to do with the entry in the powers column.

Your question has no relevance on the current situation.

Grand Lodge

shallowsoul wrote:
Your question has no relevance on the current situation.

It doesn't have to. He's asking you a separate question.


shallowsoul wrote:
wraithstrike wrote:
wraithstrike wrote:
shallowsoul wrote:
wraithstrike wrote:
The GM should stay away from the PC. If a GM made a "mechanical" change to my PC like that I would, at the least, just play something else. I might even allow him to find someone to take my place at the table.
Gotta live with your actions.
Would you allow a player to have a mechanical advantage due to his background story?
bump

Why did you bump it?

It has nothing to do with what's going on. A player's background story has nothing to do with the entry in the powers column.

Your question has no relevance on the current situation.

Actually it does. You said it is ok to change the mechanics based on the background story in a negative manner. So now I am asking do you think it is ok to give a player more power based on his background.

Should I just assume you are a fair GM, and you will say yes to the power increase also?


I'd say it is fair, and I do it both ways.


I think that theres a certain amount of personal space for a person and his character. Different people have different boundaries, some people would take a terrible curse and change to their character as a great roleplaying opportunity, however others would feel really violated by having their character they brought to the table to play basically destroyed. If a character is going to be punished for having a particular backstory forewarning would be nice, preferably before its played out. They may have a very different opinion about consequences and fluff than you do. It really crosses a line if with no warning you just have your character you worked on and played with destroyed and are expected to play it out. If there were maybe some planning ahead, and talking out, and maybe nicely saying there was a quick way to fix it, it would probably be much more fun for the player, though it may never happen if the player is against it. Its about his fun too, and you certainly can't force him to play.

Without going into too much detail, I remember I had a character I created who centered around his daughter. I was really hoping for a casual campaign. After that character had to leave the party I was nicely informed he fully intended to kill off my daughter and the campaign was going to be a very dark one. I was more than a little horrified. That and a dozen other reasons led me to leave that group forever. Many bad feelings.

On another note, why would a GM give someone with feats and class features invested into greatswords a greataxe? From experience it just gets unused unless the situation absolutely demands it, and even then its sort of forgotten... My first thought would be "How much does this sell for? Wait! Can I trade it in for a shiney new sword instead? Wait, this thing gives me scales? EW! Remove curse please!"


wraithstrike wrote:

Another example:

Destined<--name of bloodline

Your family is destined for greatness in some way. Your birth could have been foretold in prophecy, or perhaps it occurred during an especially auspicious event, such as a solar eclipse. Regardless of your bloodline's origin, you have a great future ahead. <---flavor text

Class Skill: Knowledge (history).<--bonus skill

Ooooh! Ooooh! But on the other hand if the part you're referring to as flavor text actually isn't flavor text, but rather is THE RULES, then taking the Destined bloodline means that, RAW, the DM simply can't kill you off in the first session to a lowly goblin. Because THE RULES say that your character has a great future ahead!

Dang that's a powerful class feature! Thanks to this thread opening my eyes to the extra class features and requirements that those blurbs spell out, I know what my next sorcerer's bloodline is going to be!

RAW-mandated plot-shields ahoy! ;-)

More seriously though, yes, the DM "can" technically do anything he wants, up to and including "rocks fall everyone dies" at any point he desires. So he "could" use the "lords are watching" excuse to use uber-divine magic to change your bloodline to something else if your alignment went Evil.

But the thing is? He also could with exactly as much justification use that same "lords are watching" excuse to say "the lords see your villainy and strike you dead, no save, just die". Both are equally "plausible" from an in-story perspective for the powers-that-be to do, and both are allowable under Rule 0, and both are just about equally jerk moves to actually use in a game.

(Heck, killing your character is actually way more plausible, or even just taking away all spellcasting powers entirely, which is basically the same thing. Why the heck would these lords bother to switch the bloodline of an evil person?)


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Jaçinto wrote:
Talonhawke wrote:
So why aren't the evil gods cursing every paladin they find so his bonded weapon becomes a club or his mount a pony?
Because they don't go after someone for just existing. Read the example again. The sorcerer is facing cosmic justice for being a pact breaker which can be quite a serious thing. A pact with a celestial being is not something to be done lightly and breaking it should have severe consequences. Said pact gave him the power by his own words so breaking it could take it away.

I'm sure an intelligent character capable of stealing power wouldn't do so unless he could also prevent them from being instantly whisked away as well.

Also, doesn't "cosmic justice" come in the form of damnation after death? Isn't that what this character would/should be facing?

I'm of the belief that the GM CAN'T revoke the sorcerer's powers in this particular instance, at least not after character creation in the manner oft described in this thread.

Clerics can have their powers revoked by their god, same with paladins. THE SORCERER CLASS HAS NO SUCH PROVISION.

Once a sorcerer has his power, its his for keeps. It is literally a part of him thereafter, whether he obtained it through a magical ritual, or through birth.

A god run by the GM can't take that away from him anymore than he could (or should) take the combat feats away from a fighter.

If you want to discuss rules versus flavor? Show me the rule that says the GM can arbitrarily strip a sorcerer of his powers.

Consequences, pft. The way some people describe them in this thread, it comes off as more like thinly veiled GM power tripping.


Rule zero. The GM can do anything he wants, but that doesn't mean he should. If the players (all of them) enjoyed this random changing of a characters abilities due to a deity being pissed, that's fine, but in this case, it seems the players are not having fun with it, so the GM shouldn't do it. This is a game about having fun, right?

If the GM uses this power, rather or not you agree such power exists, he shouldn't be surprised when he discovers no one shows up to his games.


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Strannik wrote:

Rule zero. The GM can do anything he wants, but that doesn't mean he should. If the players (all of them) enjoyed this random changing of a characters abilities due to a deity being pissed, that's fine, but in this case, it seems the players are not having fun with it, so the GM shouldn't do it. This is a game about having fun, right?

If the GM uses this power, rather or not you agree such power exists, he shouldn't be surprised when he discovers no one shows up to his games.

I agree with everything after the first comma. As you already seem to be implying, rule zero exists not to give the GM absolute cosmic powers, but to allow him to enhance the game to better match his particular group's tastes.


Deific interaction in Golarion proper is very scant. About ALL they do is grant their clerics, paladins et al powers. It is up to their followers to carry our their will. Now, you could easily have an inquisitor on your tail as a result of their god whispering in their ear but the gods themselves intentionally don't interfere with mortal life.

It sounds like what happened is essentially a custom archetype of sorcerer that's arcane but somehow derives power from another being. This is one reason I think the two are intentionally kept strictly separate in the system.

Silver Crusade

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Strannik wrote:

Rule zero. The GM can do anything he wants, but that doesn't mean he should. If the players (all of them) enjoyed this random changing of a characters abilities due to a deity being pissed, that's fine, but in this case, it seems the players are not having fun with it, so the GM shouldn't do it. This is a game about having fun, right?

If the GM uses this power, rather or not you agree such power exists, he shouldn't be surprised when he discovers no one shows up to his games.

Then the DM needs to tell the player that his concept will not work and he needs to choose something else.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
shallowsoul wrote:
Strannik wrote:

Rule zero. The GM can do anything he wants, but that doesn't mean he should. If the players (all of them) enjoyed this random changing of a characters abilities due to a deity being pissed, that's fine, but in this case, it seems the players are not having fun with it, so the GM shouldn't do it. This is a game about having fun, right?

If the GM uses this power, rather or not you agree such power exists, he shouldn't be surprised when he discovers no one shows up to his games.

Then the DM needs to tell the player that his concept will not work and he needs to choose something else.

That is certainly an option.

Silver Crusade

Buri wrote:

Deific interaction in Golarion proper is very scant. About ALL they do is grant their clerics, paladins et al powers. It is up to their followers to carry our their will. Now, you could easily have an inquisitor on your tail as a result of their god whispering in their ear but the gods themselves intentionally don't interfere with mortal life.

It sounds like what happened is essentially a custom archetype of sorcerer that's arcane but somehow derives power from another being. This is one reason I think the two are intentionally kept strictly separate in the system.

Well there are other powerful beings out there besides the gods.


shallowsoul wrote:
Strannik wrote:

Rule zero. The GM can do anything he wants, but that doesn't mean he should. If the players (all of them) enjoyed this random changing of a characters abilities due to a deity being pissed, that's fine, but in this case, it seems the players are not having fun with it, so the GM shouldn't do it. This is a game about having fun, right?

If the GM uses this power, rather or not you agree such power exists, he shouldn't be surprised when he discovers no one shows up to his games.

Then the DM needs to tell the player that his concept will not work and he needs to choose something else.

Yes he does. This could have easily been cleared up before the game ever started.


It seems pretty clear to most of us that the GM was well within his rights, and well outside the bounds of commonly accepted GM behaviour, to do so. Mind, at least in my opinion, for what that is worth, the player messed up first. Going against type can be fun, but make darn sure that you're on the same page as the GM. That's the player's responsibility.

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