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Switch to Forum Live View How to kill a family?
4 months ago  ::  Jan 21, 2013 - 6:49AM #1
svendj
Date Joined: Apr 14, 2010
Posts: 2,049
Of dragons, that is. I'm looking for something that I can hide in the bowels of a dungeon that can be used on the matriarch of an entirely too large family of dragons. The effect needs to be that when the mother dies, it also kills all of her offspring (and their offspring, and so on). Gimme some ideas!

And Centauri et al, while I respect your playing style, I'm not looking for the answer "let your players decide what's cool and run with that". They get plenty of input in the way the campaign is run, but I want this one to be a surprise.
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4 months ago  ::  Jan 21, 2013 - 7:12AM #2
iserith
Date Joined: Jun 1, 2005
Posts: 5,183
The 79th Chromosome - a defective gene stripped from the primordial dragons by the gods at the beginning of time. Reintroduce it to this matron dragon and her progeny will wither and die.

But can the PCs also keep the effects from spreading through the incestuous draconic family tree and affecting good dragons as well?

(Take THAT, Centauri et al. Oh wait...) 
No amount of tips, tricks, or gimmicks will ever be better than simply talking directly to your fellow players to resolve your issues.
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4 months ago  ::  Jan 21, 2013 - 7:35AM #3
MrCustomer
Date Joined: Aug 3, 2007
Posts: 2,380
Familicide! www.giantitp.com/comics/oots0639.html is what you want, make it a scroll.
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4 months ago  ::  Jan 21, 2013 - 7:45AM #4
ToeSama
Date Joined: May 4, 2008
Posts: 1,319
A blood bond ritual. The mother is not a true mother, her body unable to bear offspring due to past injuries or illnesses. Because of the trauma such a bilogical defect caused, she sought familial connections that most dragons do not. She claimed Dragon eggs from other Dragons, instilling them with her blood through a ritual, tying them to her life to build her family. As a result though, when the mother dies, the blood ties of the other dragons take them in kind.

A cult could aid in painting the story, especially if they are the secretly the cause for the Dragon mother's biological failings in an effort to breed Dragons as living weapons. A dragon ally might be neat for this situation too. If one of the mother Dragon's "children" discovered the truth, it might want revenge against her and the cult for how theyhave denied it a proper Dragon's life.

Hope this helps. Happy Gaming
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4 months ago  ::  Jan 21, 2013 - 7:50AM #5
TheeEnthusiast
Date Joined: Jul 13, 2012
Posts: 149
What if you created some sort of heart-stone / draconic-heart crystal. (Honestly call it what ever you want) Lore wise you can make it some sort of soul gem that is draconic in nature and tied/linked to an entire family of dragons (or if you want to go crazy = ALL dragons)

Your question/situation reminded me of a similar situation i was in regarding dryads. They are a powerful group in my current campaign that the players are bitterly in league with, purely out of fear. One of the players was desperate to find something that would give them a way to destroy the dryads a weakness or something, so the players stumbled upon a rumour that an enemy guild that hated them and the dryads had recently been acting strange so the players sent spies to the guild and eventually had to launch a rescue operation for the spies. anyways long story short in the bowels of the guilds underground base of operations they found tunnels the group had spent years digging which lead to a blessed grove where an aged tree stood in the bowels of the earth. This tree was the heart of all the dryads and if destroyed it would kill them all. The players ultimately decided to protect the tree but they have that ace now if they ever need to use it.

Edit: You could then create some cool repercussions if the stone/crystal/whatever is destroyed especially if it were to kill ALL dragons. For example if they ever decide to burn the heart tree, they will kill the forests on the continent and incurr the wraith of melora.
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4 months ago  ::  Jan 21, 2013 - 7:51AM #6
MrCustomer
Date Joined: Aug 3, 2007
Posts: 2,380
But seriously, perhaps the Matron of these Dragons fears being usurped one day, and thus insists on a "soul bonding" ritual at birth of all her offspring. Because they are bonded her death will result in their death, they are forced to protect her at all costs (since they will die to) and can't usurp her since it would be suicide to kill her.

As a safeguard against her untimely death, (and the demolisment of her family) perhaps she secretly created an item to store her soul in the event of her death, like a liches phylactery. This is insurance in the event of her death. She will know if the phylactery is destroyed and create another, so to ensure her soul can't go anywhere else, they need to keep it until they kill her and then destroy the phylactery, thus robbing her soul of an escape from death and resulting in the chain reaction of the family being wiped.
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4 months ago  ::  Jan 21, 2013 - 9:12AM #7
Centauri
Date Joined: Jul 21, 2004
Posts: 9,655

Jan 21, 2013 -- 6:49AM, svendj wrote:

And Centauri et al, while I respect your playing style, I'm not looking for the answer "let your players decide what's cool and run with that". They get plenty of input in the way the campaign is run, but I want this one to be a surprise.


I appreciate your respoect, but if you think this couldn't still be surprising with "my playing style," then I don't think you understand my playing style. And if you have had enough good experiences with surprises to still want to bother with them, then you don't need my help coming up with them for people I've never met.

Good luck.

[N]o difference is less easily overcome than the difference of opinion about semi-abstract questions. - L. Tolstoy
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4 months ago  ::  Jan 21, 2013 - 2:39PM #8
swmabie
Date Joined: Dec 8, 2009
Posts: 8,219
To borrow an idea from Jim Butcher, have a ritual curse which, with the sacrifice of the youngest member of the family, everyone else from that family will also die, up to the oldest living relative.
Help improve the Forums: Learn some Logic!
A handy dandy list of fallacies: Which have you just committed? Show

• Ad Hominem — Attacking the person's circumstances, not addressing the argument.
Ad Hominem Abusive (Personal Attack) — Insulting the person, not addressing the argument.
• Ad Hominem Tu Quoque — Saying the person's inconsistent, not addressing the argument.
Appeal to Authority/Belief/Common Practice/Consequence of a Belief/Emotion/Fear/Flattery/Novelty/Pity/Popularity/Ridicule/Spite/Tradition — Using emotion instead of Fact.
Bandwagon — Use of peer pressure.
• Begging the Question — Assuming premises which haven't necessarily been agreed to.
Biased Sample — Using a sampling which may not properly represent the whole.
• Burden of Proof — Shifting it to the wrong side.
• Circumstantial Ad Hominem — Attacking the person's interests in supporting their argument.
• Composition — Assuming that the whole has the same qualities as individual parts.
• Confusing Cause & Effect — Assuming that one thing causes another because they appear in conjunction.
• Division — Assuming that the individual parts have the same qualities as the whole.
• False Dilemma — Assuming that only two options exist.
• Gambler's Fallacy — Assuming the odds have changed because of past occurances
• Genetic — Assuming a perceived defect in the origin of a claim is proof of a defect in the claim.
• Guilt by Association — Attacking others who agree with the claim.
• Hasty Generalization — Assuming a quality based on too small a sample size.
• Ignoring the Common Cause — Assuming there is no outside cause of two connected things.
• Middle Ground — Assuming the midpoint of two extremes must be correct.
• Misleading Vividness — Assuming a colorful anecdote outweighs statistical evidence.
• Poisoning the Well — Using unprovable claims about the person instead of addressing the argument.
• Post Hoc — Assuming that something caused something else simply because it happened first.
• Questionable Cause — Assuming that one thing causes another.
• Red Herring — Using irrelevant evidence to divert a discussion.
• Relativist Fallacy — Asserting that a claim may be true for some but not for the speaker.
• Slippery Slope — Assuming the inevitability of one event based on another.
• Special Pleading — Claiming exemption without justification.
• Spotlight — Assuming individuals that get the most attention to be indicative of the whole.
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• Two Wrongs Make a Right — Justifying something unethical/immoral as response or pre-emption to something else unethical/immoral.

Response to those who like to compare 4e to a Video Game Show

Jan 12, 2013 -- 1:49PM, Rogue_Elendae wrote:

Also, I find that the "D&D 4e is like an MMO" argument is often a sign of someone who is deliberately being obtuse and/or is potentially ignorant of actual MMO play.  As someone who only ended a 6-year World of Warcraft addiction a year ago, I can say that most of your bullet points actually don't match up to the truth of it.

In D&D 4e, you can choose a hybrid, you can choose to play one class as though it were another (people played Warlords as Bards frequently, when the edition first came out, and Rangers were refluffed to Monks), you can focus your class on its secondary role (a Warlock who is more controller than striker, for instance), you can multiclass, and you can create a particular concept (a mounted lancer, a charger, etc.) within the mechanics via feats, choice of powers, and choice of skills.  You decide which set of stats you use--are you a Chaladin, Straladin, or Baladin?--and you have ultimate influence on how your character turns out in the end.  Yes, powers require you to be using a particular weapon within your class's available selection, but the powers are not themselves tied to the gear.  Powers tied to weapons or armor are typically powers that belong to the item, not to the character class that's most likely to use it.

Yes, there are only so many powers available, and these will be what you do in battle; this is all that the designers created.  Yes, there is a time-frame in which they can be used; this has always been the case, even in the days of Vancian casting.  Yes, there are suggested builds, but you can routinely ignore those if it pleases you; the only parts of a class you have to take are the class features, and even those have options at this point.  But the only way that this can be considered at all conflatable with MMO character building/playing is if you are deliberately ignoring all of that.

In WoW, you choose a class and you're done.  No multiclassing or hybridization, no way to mimic one class with careful building of a different one.  There is a firm dividing line on what is a WoW class.  No secondary roles or creative concepts, either; you're going to be what the class sets out to be, and that's it.  You'll always have the same stat allocation as another of your class, because you get set numbers as you level up, and you've got at best four options--and that's only the Druid class--to build, and if you plan on running dungeons, particularly heroic level ones, or raiding, you'd better not even think of deviating from the single defined best build on the talent tree for what you want to do.  It was only recently, with the complete tear-down and recreation of talent trees for Mists of Pandaria, that there was a concept of there being anything but the one best build that people who calculated such mechanical advantages (the folks on Elitist Jerks, for example), and the people who did things like achieve "World First" at various top-tier raids set precedent for.

Also, no class will ever not have a specific set of powers; all Priests in WoW have the same baseline, with deviation only based upon their talent tree specialization, where a D&D4e player could take whatever power in their class pleases them.  Any Retribution Paladin will be the same as any other in terms of powers, because that is what a RetPally is.  Any Assassination Rogue will always have the same powers as another, etc.  All powers are always on specific cool-downs, but will always be there when they start a battle, where a 4e PC might enter an encounter with only At-Wills, or without their Daily powers due to what plot has done up until that point.  Furthermore, no power that is not already specifically tied to an item will ever "require" you have that item, to my recollection.  Classes get all their powers based on class; gear only gives bonuses to stats, possibly cuts down cast times for abilities or cooldowns, grants temporary extra bonuses to stats (the latter two most often on the raid tier equipment), and on rare occassions an extra power that may or may not be valuable, as some are only special effects instead of valuable abilities.



Most honest/open response on why DDN needs to be Inclusive Show

Mar 31, 2013 -- 8:40PM, Emerikol wrote:

I've always felt it is in the best interests of D&D to be as inclusive across the playerbase as they can be and still have a game.   I've never felt though that making a game that was inclusive within a group was very useful or even desirable.   DM's and players can decide amongst themselves what options or restrictions they want for their games.  I tend to lean to the DM to make most of those decisions but again that is a group specific thing.

Having said that.  I get the distinct impression that there are a lot of players on these boards who come from groups that generally ruled against their own desires.  It's almost like they are an oppressed minority from a gaming perspective.   I also get the impression that they tend to advocate against things that if available their fellow group members might like and vote them down on.

Do a lot of you feel this way?

Just for clarification...here are some examples...
1.  Alignment restrictions as an option.
2.  Alignment Mechanics
3.  Martial healing
4.  Races being included or not.

and so forth.  Thoughts?


Mar 31, 2013 -- 9:43PM, Authw8 wrote:

I know my perspective is not that I often play at tables where my likes are not represented. Instead, my perspective comes from the many years I spent being a bad DM. I was a bad DM because my guidance came from the books, and the books gave bad advice. The books told me that alignment was a useful approach to roleplaying, so I went with it even though it felt kind of weird to me. Now I know that, at least in my style of running games, alignment destroys rp. I trusted the books to give good advice, and it messed up my game. Now I'm much more mature as a DM, so I know how to take advice with a grain of salt. And I still learn new stuff every session I run.

I don't want future DMs to go through my problems again. There's a big enough DM shortage as it is. DMing well is hard.

The biggest thing I had to unlearn in my process of becoming a good DM was the idea that the game is a simulation of a world. I understand many DMs prefer a more simulationist approach, although I am always skeptical simply because I would have said the same thing until I learned and grew as a DM. This doesn't mean their approach is completely invalid, but it still gives me a personal twinge when I see a regression back to 3e era sim style gaming.

I also have noticed many groups where one or two old-school players run a whole group's playstyle because the newer players aren't even aware there are other ways of doing things. The newer players tell me stories of things they hated in the session, and I end up explaining to them how those things they hate are very fixable, and in fact are fixed in the newer edition of the game their older players have told them is terrible.

In regard to things like martial healing, I don't think it's necessary for it to be in the game for the game to be fun. However, the attitude that says martial healing is terrible and shouldn't exist is an attitude that, to me, reveals a wrongheaded approach to the game. Therefore, my fight for it to be an option is to help legitimize the more narrative approach that I think is what most players want, but many don't know is possible, because they've never been exposed to it.


Why D&D will continue to fail economically. Show

Apr 22, 2013 -- 12:40AM, Mand12 wrote:

Mobile/tablet is not supported by WotC.  They're stuck in the past, with no coherent vision of how technology could benefit their product.

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4 months ago  ::  Jan 22, 2013 - 12:52AM #9
svendj
Date Joined: Apr 14, 2010
Posts: 2,049
Thanks for the ideas, I like 'em. It's important though that it's not something that the players can use to blackmail the dragon, like a heartstone that they can threaten to destroy when the dragon doesn't do exactly as they say.

Jan 21, 2013 -- 9:12AM, Centauri wrote:

I appreciate your respoect, but if you think this couldn't still be surprising with "my playing style," then I don't think you understand my playing style. And if you have had enough good experiences with surprises to still want to bother with them, then you don't need my help coming up with them for people I've never met.

Good luck.



Well, apparently not. Let me try and explain how I understand your general advice: when you advice people to collaborate on the plot with the players, then the DM's role becomes adding to it and making it happen from the DM's side (like adding obstacles and coming up with monster powers). That implies that the DM's role is specifically not to come up with plot devices that the players didn't think of themselves. Hence the remark in the OP.

Now when I ask for input on a plot device that the players don't know about and that will be a surprise to them, I get some dissonance when you say it can still be surprising when the players came up with it themselves. So I'd love it if you would elaborate a bit on that.

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4 months ago  ::  Jan 22, 2013 - 9:33AM #10
Sir_Joseph_the_Crowe
Date Joined: Jun 20, 2012
Posts: 1,026
I'm not usually a big fan of the solution I am about to suggest, because it is a bit overused as the default answer when creativity has failed, but in this case, I think the solution is apparent and the most readily applicable.

Just say, "It's MAGIC".

*BOOM*
A rogue with a bowl of slop can be a controller.

WIZARD PC: Can I substitute Celestial Roc Guano for my fireball spells?
DM: Awesome. Yes.
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