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DFRPG / Re: The Laws of Magic and Loss of Refresh
« on: August 22, 2010, 10:19:56 AM »
The Laws Of Magic are a way of balancing the gameplay imho.
Wizards are extremely powerful. The Laws are a way of restricting them.
Otherwise I would imagine that every player just plays a wizard if there is almost no downside to being a wizard.
It should be made clear to the players (meta-wise) that some actions they are about to take will make them break a law. As a GM I would say: "Hey, if you do this, it will go against the 1st law. Are you sure that you wanna do that?"
If the player is ok with that I have no problem to reduce the refresh.
On the other hand I wouldn't come up with seemingly "monster" npcs to kill just to say afterwards: "Hey this was a person with a soul, you killing it was against 1st law. Your char is now down to refresh 0, goodbye".
One's not a jerk as GM...
To put it in a nutshell: I don't think it is hard to avoid breaking the laws if you describe the situations clearly. I would use the Laws Of Magic game-wise to balance the game.
Wizards are extremely powerful. The Laws are a way of restricting them.
Otherwise I would imagine that every player just plays a wizard if there is almost no downside to being a wizard.
It should be made clear to the players (meta-wise) that some actions they are about to take will make them break a law. As a GM I would say: "Hey, if you do this, it will go against the 1st law. Are you sure that you wanna do that?"
If the player is ok with that I have no problem to reduce the refresh.
On the other hand I wouldn't come up with seemingly "monster" npcs to kill just to say afterwards: "Hey this was a person with a soul, you killing it was against 1st law. Your char is now down to refresh 0, goodbye".
One's not a jerk as GM...
To put it in a nutshell: I don't think it is hard to avoid breaking the laws if you describe the situations clearly. I would use the Laws Of Magic game-wise to balance the game.