| Post/Author/DateTime | Post |
|---|---|
| King_Bulba09-05-04, 04:07 AM | My GM just hit my group with taint by entering a tanted area. We got NO saving throw and no warning. Is this right since it is so hard to remove it? Other than spending a month trying to please your God or a Heal spell, you need your cleric to sacrafice 500 exp per person with atonment or greator restoration. Well it isn't THAT hard to remover but its still a PAIN in the ass to deal with it. My Group had to spend a month trying to please our Gods to remove it. I know the GM can do anything he wants but want feedback if this is A) fair or B) legit via UA. |
| Fiendish Banana Golem09-05-04, 08:30 PM | If you mean there was no OOG warning then, no, it's not legit. The whole concept of UA is that they are optional rules. And if they players arn't even aware that the GM has decided to use a specific ruleset, and haven't been consulted on the decision, then it's my general feel that they've gone outside the bounds of reasonable optional rules. Suddenly without warning, informing players in an established campaign, "Oh, by the way, we're using the Taint rules, and guess what? You're tainted!" is just a breach of GM etitquitte as suddenly informing the group mid-combat that the the facing rules are being used as well. Now, as to campaign issues. First, spending time in a Tainted area gives Fort saves. It's right there in UA. No warning-unless this Tainted area has never before seen in this campaign world, and the Taint system is new to the campaign setting itself, there should have been some in game warning-Taint isn't to be taken lightly, and one would think the locals would be aware that going to that pond over by the mountain can turn you into a hideous, mutated, evil freak-and might warn newcomers to carry protective items in that area. Even if the GM bringing surprises upon the group, it's a breach of trust to start a game and secretly wanting to spring optional rule systems that can permanently screw up characters, and not discuss it with the players. It's one thing entirely if a GM says, "I'm wanting to run an unusual campaign-there are some optional things I'm going to use in this setting that might be somewhat unpleasant, and there are going to be some surprises along the way." Taint is a particularly nasty breach of the "surprise!" trust issue, because Taint has a high chance, depending on frequency and severity of use, of turning any game setting into a Horror setting, and a lot of people don't like horror settings at all. I'd be just as upset if a game started in Forgotten Realms, and it suddenly turned into a sci-fi game-again, it's another thing if the GM said, "Don't get too attached to the setting-it will change." at the start of the game. Anyway, good luck with your GM. |
| Shebnar09-07-04, 05:44 PM | Humiliate your DM multiclassing into a Maho-Bujin (or a Maho-Tsukai, if you are a spellcaster) from Oriental Adventures (very, VERY broken classes) and turn yourself into the Evil Despoiler of the World. And if your DM tries to impose you the crappy Tainted PrC from Unearthed Arcana (of course he will do...), oh well, tell him that, since he doesn't strictly follow the UA rules (Taint does allow a Fortitude Save), it is not necessary for the player strictly follow the variant rules of UA (Taint is an original feature of the Oriental Adventures setting). |
| Battousai09-08-04, 06:05 AM | I second this idea : maho bujin is maybe THE most powerful PrC for a fighting character : you get the ability to make iteratives attacks as 3.0 monk ,which is crazy good, automatic death knell and so forth. |
| darczero10-02-04, 10:18 PM | Definitely Maho Bujin. With two-weapon fighting. (it says "Instead of -5") And then Dervish. |