Talk:Forloom (5e Race)
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True death works like this if his "name" is magic for an example, he can be destroyed by any magic item, spell, and the DM is encouraged to make rolls with these work against the favor of the DoomBorn, if his "name" is sword he can be destroyed by any blade longer than a dagger generally --Crazyabe (talk) 15:48, 30 April 2015 (MDT)
- Even if you pick something common like "sword" this still makes actual death a rarity, since only a few creatures are armed as such. I could pick a name of something innocuous like "wool" or rare like "pearl", now the adventure is disrupted as the DM has to find a way to continually make these materials a threat. Marasmusine (talk) 00:52, 1 May 2015 (MDT)
- You could go through whole campaigns without ever going near the ocean, let alone an oyster.
- I've been having a think, and wonder if a member of this race could be "preloaded" with a raise dead spell. They would have to have reached an appropriate level, and consumed whatever the spell components are (I can't check right now). It is self-cast if they die, and would have to wait for some set time for it to recharge. The True Names that override it should be selected from a set list with strict definitions. Does that sound okay? Marasmusine (talk) 10:28, 1 May 2015 (MDT)
- I can help you with the traits, but I need to know more about the race. What do they look like? What kind of culture and personalities do they have? Where did they come from? Why do they become adventurers? Marasmusine (talk) 11:37, 4 May 2015 (MDT)
The Death Name thing, should probably only be set to three or four different ones. What I had in mind was: Melee, Ranged, Magic, or Nature. Nature is if you die by anything other than the basic three. This way, no matter which creature you're attacking, death will always be a threat to you as it is to other players.