this post was submitted on 18 Jan 2024
20 points (88.5% liked)

Dungeons and Dragons

11065 readers
380 users here now

A community for discussion of all things Dungeons and Dragons! This is the catch all community for anything relating to Dungeons and Dragons, though we encourage you to see out our Networked Communities listed below!

/c/DnD Network Communities

Other DnD and related Communities to follow*

DnD/RPG Podcasts

*Please Follow the rules of these individual communities, not all of them are strictly DnD related, but may be of interest to DnD Fans

Rules (Subject to Change)

Format: [Source Name] Article Title

founded 1 year ago
MODERATORS
 

Hey everyone! Just trying to figure out if what I'm thinking is a good idea or the worst idea ever. My group is only two sessions in. They started at level 5. I have them going into a supposed-to-die battle wherein they wake in hell and have to figure out how to get out (yadda yadda this is where the real story starts). I was thinking that when they awaken in the underworld that they'd revert to level 1 and lose their gear, and that's my contention. Is that a dick DM move? Or would it make sense? I know it's hard to give a solid answer and the best way to know is to know my players, but I don't exactly want to ask them for obvious reasons. How would you all feel?

Thanks!

you are viewing a single comment's thread
view the rest of the comments
[–] [email protected] 5 points 10 months ago (2 children)

If it's really mostly about the one magic item, I suggest a different course of action entirely:

Pull the player aside. Tell them it has to be weakened for now, but give them a longer term quest to make it better. Most players will love the extra involvement more than overpowering the rest of the group.

[–] [email protected] 2 points 10 months ago (1 children)

@Pronell
I don't know. Giving them a long term quest might work, but giving them a long-term quest to pretty much fix what you just took away from them feels cheap and obnoxious. (Please don't take this as an insult.)
I'd discuss it with the player, putting your foot down if absolutely necessary, and I might look for an opportunity to make their character especially integral to a quest as a reward/compensation, but not a quest to fix the item, and only if the other players won't mind.

[–] [email protected] 1 points 10 months ago* (last edited 10 months ago)

I meant bring it back to the power it was and then some, help it scale with the player.

One of my players has two pieces of Fraz'urbluu's staff. He knows he can become a lot more powerful with more pieces but that it comes with consequences he would rather avoid.

It's all a deep part of his personal plot and he loves it. Granted it was never something I took from him and nerfed.