• Phineaz ( Phineaz@feddit.org ) 
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    11 months ago

    That’s … actually a pretty good pitch. I think I would also split the character in combat to avoid having one player be idle for several hours or even sessions in case a very long boss fight happens.

    • Agreed, give a chance to flip at the beginning of every turn, since that’s when reactions and a lot of 1-turn effects end.

      Also, to further reduce the chance of one player holding the character too long and to add a little fun tension: instead of a coin flip, in order to take over, the player not presenting makes an unmodified DC10 check that decreases by 1 with every failure and resets on a success.

        • Manjushri ( Manjushri@piefed.social ) 
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          11 months ago

          Might be fun to add a check to it. Maybe something akin to a concentration check that they have to roll when they take damage to hold on to their connection to their patron. Failure means they flip.

      • JackbyDev ( JackbyDev@programming.dev ) 
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        11 months ago

        Also, to further reduce the chance of one player holding the character too long

        If two players want to copilot a character that shit is on them to figure out. If they’re disagreeing often enough about who should pilot when then it’s gonna be a drag and shouldn’t be done.

  • jjjalljs ( jjjalljs@ttrpg.network ) 
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    11 months ago

    Is there a name for this trope of cramming really wacky, difficult, high spotlight, stuff into a game like DND that doesn’t especially support it?

    I usually feel bad because I want to encourage creativity, but I also don’t want this guy to have 80% of the table attention while Bob the Fighter and Joy the Rogue are playing by the numbers.

  • [deleted] ( snooggums@piefed.world ) 
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    11 months ago

    Limiting skills and abilities to only one class of a multiclass character at a time is going make them fall behind very quickly.

    As a DM that is my only concern, love everything else!

      • cravl ( cravl@slrpnk.net ) 
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        11 months ago

        Yeah, either give both the level or—IMO the better option—the GM can just give them level-ups twice as often. More work for the GM of course.

        • JackbyDev ( JackbyDev@programming.dev ) 
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          11 months ago

          Just have two character sheets. Share equipment and at least the same constitution score so you can share hit points. It’s a few extra hit points than the Warlock should have but also it’s a pretty unique scenario. As long as they aren’t trying to cheese the system it would work fine.

  • YoiksAndAway ( YoiksAndAway@piefed.zip ) 
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    11 months ago

    So would the character have to carry two sets of gear and change with each personality switch? Would the warlock even have the strength to haul around a paladin’s armor and sword?

    On edit: And how about changes during combat? Even with a bag of holding, the paladin would have to either fight without armor and a proper weapon or fall back and equip. The warlock would be immobile until he could drop the paladin gear. In either case, they’re dropping loot on personality changes during battle. Disclaimer: I’m going off old-school Baldur’s Gate and I’ve never played table-top, so I could be completely wrong about all of this.

  • I actually went to a session zero for a planned astrology-themed campaign where there were two antagonists who alternated between being controlling a PC and being the DM.

    The players wanted neither of them to achieve their goal, so whichever demiurge was in flesh mode would be helping the other PCs to counteract the places of the other pc/dm.

    We tried to figure out how to actually make it work and said “yeah nah”.

  • Ziggurat ( Ziggurat@jlai.lu ) 
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    11 months ago

    French rpg bloodlust is famous for God Weapon having their own urges but not being able to indulge them without a human bearing the weapon.

    Leading to the poor human getting some power based on what the weaponk let them do, while having a weapon begging them to indulge in violence, lust or any other awful sin.

    Having a player having the weapon and another one the bearer open the road to pretty interesting roleplay