My rule for curses is that it takes as much effort to remove a curse as place it. "instant" curses like from mummies or 'one turn spells', can be easily removed. On the opposite end of the spectrum, a Hag's curse is basically elite-level encryption that is nearly unbreakable, and it can be as convoluted as the Hag likes, like a curse on a paladin that won't go away until they kill a man in cold blood, or cursing a wretch until they either die or are gifted true-love's kiss. Hag curses and the threat of them are how hags hold control over hapless villages, compelling silence and extorting cruel offerings (often in exchange for 'protection' in the form of a cursed beast or demonic minion) Haunts are likewise not so easily removed depending on the tenacity of the ghost/specter, and the ghosts/specters may even return despite being destroyed or turned. They've had time to 'bake into the woodwork' so to speak.
Same! My house rule is that Remove Curse is for temporary curses. You can still use it on permanent curses, but it will only subdue the curse temporarily, such as removing lycanthropy for only 2 rounds.
I like the changes to remove curse. As a DM, I like how they included multiple ways to suppress the effects but not remove it entirely. It's very refreshing to see wizards look at where 5e is lacking instead of just giving us another book of subclasses. Keep up the good work! Love the videos!
I am currently playing a necromancer that uses a lot of Bestow Curse spell, the way he curses is making Magical Items with the hair/blood/etc of the target, spending gold, time and materials to make totems, dolls, and charms so when the enemy try to Remove Curse they target themselves instead the correct object. We rule that to Remove Curse work the spellcaster makes a roll to break the curse, like counterspell, but only temporarily only when the item is destroyed or the conditions for the curse are fulfiled.
I LOVE the curses section of the book. There is something terrifying to a player about a threat they can't fight. The idea that a villain, even in death, can inflict something terrible on the PC who kills them creates a whole new danger for them. It reminds of me of the old game, Castlevania 2, Simon's Quest. Belmont was cursed after he had slain Dracula, and literally had to gather relics to resurrect Dracula and kill him AGAIN to break the curse. I really want to do this in one of my games using these rules. That punch in the gut to the PC's knowing they have to go on a journey to resurrect one of their hated enemies to free one of the group from a curse.
My rule for curses is that it takes as much effort to remove a curse as place it. "instant" curses like from mummies or 'one turn spells', can be easily removed. On the opposite end of the spectrum, a Hag's curse is basically elite-level encryption that is nearly unbreakable, and it can be as convoluted as the Hag likes, like a curse on a paladin that won't go away until they kill a man in cold blood, or cursing a wretch until they either die or are gifted true-love's kiss. Hag curses and the threat of them are how hags hold control over hapless villages, compelling silence and extorting cruel offerings (often in exchange for 'protection' in the form of a cursed beast or demonic minion)
Haunts are likewise not so easily removed depending on the tenacity of the ghost/specter, and the ghosts/specters may even return despite being destroyed or turned. They've had time to 'bake into the woodwork' so to speak.
Same! My house rule is that Remove Curse is for temporary curses. You can still use it on permanent curses, but it will only subdue the curse temporarily, such as removing lycanthropy for only 2 rounds.
I like the changes to remove curse. As a DM, I like how they included multiple ways to suppress the effects but not remove it entirely. It's very refreshing to see wizards look at where 5e is lacking instead of just giving us another book of subclasses. Keep up the good work! Love the videos!
I can't wait to have an NPC scream "No! You must not read from the Book!"
I am currently playing a necromancer that uses a lot of Bestow Curse spell, the way he curses is making Magical Items with the hair/blood/etc of the target, spending gold, time and materials to make totems, dolls, and charms so when the enemy try to Remove Curse they target themselves instead the correct object. We rule that to Remove Curse work the spellcaster makes a roll to break the curse, like counterspell, but only temporarily only when the item is destroyed or the conditions for the curse are fulfiled.
Curses and Haunted traps are some of my favorite sections of the book
I know "likes" are not that important, but this channel desserves so much more attention and likes, like omg
I LOVE the curses section of the book. There is something terrifying to a player about a threat they can't fight. The idea that a villain, even in death, can inflict something terrible on the PC who kills them creates a whole new danger for them. It reminds of me of the old game, Castlevania 2, Simon's Quest. Belmont was cursed after he had slain Dracula, and literally had to gather relics to resurrect Dracula and kill him AGAIN to break the curse. I really want to do this in one of my games using these rules. That punch in the gut to the PC's knowing they have to go on a journey to resurrect one of their hated enemies to free one of the group from a curse.
Love the videos 🔥keep it up! Helps my campaigns so much!
lou garou! the beast of gevaudan!!!
Huzzah,,, I love curses in Dungeons & Dragons!
Love, love, LOVE these videos, Todd! Thank you
Greetings Traveler!
Your videos are addicting! Curse you, Todd!
Lol ive just straight up banned remove curse at my table
Grim hollow??