Wights are broken.

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Re: Wights are broken.

Postby connivingsumo » Sat Jan 01, 2011 4:05 pm

Indeed, I forgot about the vamps and I stand (well, sit) corrected.

Thanks petespahn & black wyvern, I like the explanation about the magical energy - negative energy - that makes sense.
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Re: Wights are broken.

Postby Black Wyvern » Sat Jan 01, 2011 4:22 pm

Thanks to you C-Sumo, this discussion on energy draining is full of good advice and incites. It is always good to read how others handle aspects of the game.
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Re: Wights are broken.

Postby Blood axe » Sat Jan 01, 2011 6:21 pm

Well then lets explore some alternate energy drain systems. Any ideas??

A permanent -1 to all actions until recovered? (saves, AC, hit & damage,etc.) Even targets of your spels get a +1 save. Everything! Your strength, vitality & very life energy is sapped. If you are drained twice- a -2 to everything you do will hurt bad.
To defend: This is the Pact.
But when life loses its value,
and is taken for naught -
then the Pact is to Avenge.
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Re: Wights are broken.

Postby bighara » Sat Jan 01, 2011 8:02 pm

There's the Shadow's STR drain. Draining STR or CON (or any score, really) with 0 = dead.
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Re: Wights are broken.

Postby connivingsumo » Sat Jan 01, 2011 8:03 pm

Blood axe wrote:Well then lets explore some alternate energy drain systems. Any ideas??

A permanent -1 to all actions until recovered? (saves, AC, hit & damage,etc.) Even targets of your spels get a +1 save. Everything! Your strength, vitality & very life energy is sapped. If you are drained twice- a -2 to everything you do will hurt bad.

Hmmm... that's a very interesting idea - I think I like it.

Blood Axe, what are your thoughts on how long it would take to recover, or what that process may look like?

Some immediate thoughts are:
-The more drained (say a character is hit 3 times, so at -3) the longer/more difficult the process?
A successful 'remove curse' spell, at -3!, perhaps? IF successful, then next remove curse spell comes at -2, etc. until the effect is completely removed.
-A quest to remove the effect.
-It might be interesting to have the character that was drained temporarily turn into a wight (or other undead/ghost/incorporeal) at midnight the same day and stay 'undead' x# days corresponding to x# drainings.


I think I'll also mention that my original beef w/wights may stem from having too few players to always have a cleric. Only a handful times in in my 26 years of playing have I ever had a solid, consistent group to cover the bases/needs; that's why I was so glad to find this forum.
SUCCESSFUL "TRADES" with: tumblingdice x2, Blood axe, and Kipper! ~ thanks to all of you! :D

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Re: Wights are broken.

Postby Dyson Logos » Sun Jan 02, 2011 2:36 am

Blood axe wrote:Well then lets explore some alternate energy drain systems. Any ideas??

A permanent -1 to all actions until recovered? (saves, AC, hit & damage,etc.) Even targets of your spels get a +1 save. Everything! Your strength, vitality & very life energy is sapped. If you are drained twice- a -2 to everything you do will hurt bad.


That's pretty much how everyone I know in d20 games handles energy drain.
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Re: Wights are broken.

Postby connivingsumo » Sun Jan 02, 2011 2:40 am

Dyson Logos wrote:
Blood axe wrote:Well then lets explore some alternate energy drain systems. Any ideas??

A permanent -1 to all actions until recovered? (saves, AC, hit & damage,etc.) Even targets of your spels get a +1 save. Everything! Your strength, vitality & very life energy is sapped. If you are drained twice- a -2 to everything you do will hurt bad.


That's pretty much how everyone I know in d20 games handles energy drain.

That's interesting; I wish I had thought of that!
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