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« on: July 09, 2014, 10:38:48 AM »
Our current campaign was formed around the idea that the group was on the run because a couple of them had been falsely accused of breaking the First Law. It's taken them months of work and literally saving the world for the Council to even consider a re-trial, and we've been loving it.
I do agree, though, losing a point of refresh on the Lawbreaker stunt sucks.
Our group keeps two "versions" of the Laws of Magic. First, there's what the Wardens think. To them, even if you accidentially break a Law, or do so indirectly (One of the group is an artificer, he can make magic items. Someone used a magic weapon he'd made to kill someone, so the Wardens found him guilty of breaking the First Law), they'll come for you. But you don't have to take the Lawbreaker stunt. This way we can narrate "Taken Out" results with accidental death if we want, and the character doesn't suffer mechanically.
Then there's the Laws as the universe itself sees them. In this case, if the character willingly chooses to break one of the Laws (like deciding they want to set fire to a guy's head until it melts), then they take the stunt.
It's something you really want to agree ahead of time with your group.