FluffyMao
2016-10-14, 12:50 PM
Hi, I'm a new DM, started with a group this past summer, and we just finished Lost Mines of Phandelver and the whole party is at lv 4. A few players came in with their own backstories and something specific they wanted to accomplish, so I've been working on my own campaign to accommodate them. The story has evolved immensely, but now I've run into a bit of a craggy bump.
My story involves the magic of the world (setting is Faerun) going haywire and wild every few thousand years. The wild magic, when it comes into contact with any kind of life, attempts to rewrite what that life is and mutate it. I've been wanting to demonstrate this to my players, but haven't really figured out how to yet.
What I'm thinking of doing is having them encounter some particularly destructive wild magic and have them take stat hits if it touches them. A -1 to one randomly determined ability score. And since the wild magic rewrite/redesigns, not just destroys, the PC hit would get a +1 to one other ability score, so it's not too terrifying.
This is a mechanic I would keep throughout the rest of the campaign, so I need to figure out EVERYTHING about it before I introduce it to the party. So, my questions:
1) Is -1/+1 being too nice? Should I just make it a flat -1 to one stat?
2) This effect is due to wild magic (no one knows much about it), so would it make sense to make this curable? Or should it be a permanent "sorry, you'll never see that stat again". If not, should I employ spells like Greater Restoration to cure it, or make them do a quest? I was thinking of working it into the story. They go through the campaign, they can figure out how to cure themselves, if not, no one can tell them. But I'm not sure, being a newbie. I don't want it to be too easy to fix, but the DMG says a long rest heals ALL damage. I don't want that to apply to this stat hit.
3) Mechanically, what I've come up so far is this: PC gets touched by wild magic. I roll 1d6 to determine what stat gets hit. PC tries the corresponding saving throw. If they make it, they can choose one stat that WON'T increase. Then I roll 1d6, rerolling on first stat and chosen stat, to determine what stat gets +1.
The story idea is that the PC can feel the energy in their body shifting (limbs feeling more rigid for -1 Dex) as the wild magic attempts to rewrite what makes them THEM. BUT if they MAKE the saving throw, they pull themselves together and, using their sense of self, managed to block off an area they DON'T want that energy going to (say they visualize their throat closing up to NOT increase Cha). Does the story make sense with the mechanic? Or should I just go back to the drawing board?
Thoughts? Is this too ambitious? Is a stat hit too mean?
Apologies for the wall of text.
My story involves the magic of the world (setting is Faerun) going haywire and wild every few thousand years. The wild magic, when it comes into contact with any kind of life, attempts to rewrite what that life is and mutate it. I've been wanting to demonstrate this to my players, but haven't really figured out how to yet.
What I'm thinking of doing is having them encounter some particularly destructive wild magic and have them take stat hits if it touches them. A -1 to one randomly determined ability score. And since the wild magic rewrite/redesigns, not just destroys, the PC hit would get a +1 to one other ability score, so it's not too terrifying.
This is a mechanic I would keep throughout the rest of the campaign, so I need to figure out EVERYTHING about it before I introduce it to the party. So, my questions:
1) Is -1/+1 being too nice? Should I just make it a flat -1 to one stat?
2) This effect is due to wild magic (no one knows much about it), so would it make sense to make this curable? Or should it be a permanent "sorry, you'll never see that stat again". If not, should I employ spells like Greater Restoration to cure it, or make them do a quest? I was thinking of working it into the story. They go through the campaign, they can figure out how to cure themselves, if not, no one can tell them. But I'm not sure, being a newbie. I don't want it to be too easy to fix, but the DMG says a long rest heals ALL damage. I don't want that to apply to this stat hit.
3) Mechanically, what I've come up so far is this: PC gets touched by wild magic. I roll 1d6 to determine what stat gets hit. PC tries the corresponding saving throw. If they make it, they can choose one stat that WON'T increase. Then I roll 1d6, rerolling on first stat and chosen stat, to determine what stat gets +1.
The story idea is that the PC can feel the energy in their body shifting (limbs feeling more rigid for -1 Dex) as the wild magic attempts to rewrite what makes them THEM. BUT if they MAKE the saving throw, they pull themselves together and, using their sense of self, managed to block off an area they DON'T want that energy going to (say they visualize their throat closing up to NOT increase Cha). Does the story make sense with the mechanic? Or should I just go back to the drawing board?
Thoughts? Is this too ambitious? Is a stat hit too mean?
Apologies for the wall of text.