Just like diseases and poisons, dnd needs different tiers of curses, so that it requires more than a simple level 3 spell to get rid of a debuff that is supposed to be a plot device.
good ideas in concept but hard to implement without defined game mechanics. Try thinking of curses at different levels lets label the lv3 bestow curse and similar effects easily removable as combat curses. Curses that are meant to have debilitating but short lived effects. Nothing wrong with those. The next I'll say are item curses, curses on magical items can be loads of fun, but these curses cannot be so bad they outweigh the benefits of a powerful magical items. You want players to except the curse for power, so they become an interesting part of the game. Last are what you are suggesting story curses, curses that are immune to being removed by remove curse and require a very specific way to remove, unique to each curse. These curses are meant to be annoying not game breaking. Like a curse that a warrior can never lift a weapon anymore breaks the game... unless of course the PC decided to play a monk and start with this "curse" in his backstory. The curses must be annoying or comical like "Repel Maidens" doesn't effect the game but a bard that cannot get laid would be hilarious. The next is how to apply the curse. Do you really want an NPC to get mad a a PC walk off in a huff. then spent the next week on his ritual curse before it sets in on a PC? OR on the flip side the PC is the one dropping various powerful curses on NPC's from afar. It is far more interesting for the curse to be a grand spectacle of spellcasting.. not necessarily in combat but in a social setting. And this is the hardest part, figuring out the game mechanics of these curses so they can fuel the story and not ruin it. Without a detailed list of interesting effects to at least create new effects off of your video does nothing to help others run curses.
Just like diseases and poisons, dnd needs different tiers of curses, so that it requires more than a simple level 3 spell to get rid of a debuff that is supposed to be a plot device.
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good ideas in concept but hard to implement without defined game mechanics. Try thinking of curses at different levels lets label the lv3 bestow curse and similar effects easily removable as combat curses. Curses that are meant to have debilitating but short lived effects. Nothing wrong with those. The next I'll say are item curses, curses on magical items can be loads of fun, but these curses cannot be so bad they outweigh the benefits of a powerful magical items. You want players to except the curse for power, so they become an interesting part of the game. Last are what you are suggesting story curses, curses that are immune to being removed by remove curse and require a very specific way to remove, unique to each curse. These curses are meant to be annoying not game breaking. Like a curse that a warrior can never lift a weapon anymore breaks the game... unless of course the PC decided to play a monk and start with this "curse" in his backstory. The curses must be annoying or comical like "Repel Maidens" doesn't effect the game but a bard that cannot get laid would be hilarious. The next is how to apply the curse. Do you really want an NPC to get mad a a PC walk off in a huff. then spent the next week on his ritual curse before it sets in on a PC? OR on the flip side the PC is the one dropping various powerful curses on NPC's from afar. It is far more interesting for the curse to be a grand spectacle of spellcasting.. not necessarily in combat but in a social setting. And this is the hardest part, figuring out the game mechanics of these curses so they can fuel the story and not ruin it. Without a detailed list of interesting effects to at least create new effects off of your video does nothing to help others run curses.
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Love a good house rule ❤