Wow, there are so many cool ideas popping up in this thread I'm having trouble processing them all! If it weren't for the fact that I'd like to keep the number of subsystems down, maybe we could indeed use more than one kind of Energy Drain.
I do have to say that I simply can't stomach any kind of draining of experience or levels, though. I really don't see how that models having your life-energy sucked out, for one; and for another, not all of us even use XP. Plus losing levels causes all sorts of headaches that I'd just as soon not get into.
It's not that it's too harsh, it's just simultaneously annoying to use at the table, and hard to see the rationale for, at least for me.
CM said:
Make "Drained" a condition with the following effects:
You have disadvantage on attack and checks
Your speed is reduced by half
You receive half the normal benefit from healing effects
Hmm, I like the reduction of healing. I think I might add that to my own "Drained" condition.
the Jester said:
...even if it has already been spent.
Hm? I've been thinking of this differently. Take a 3rd level fighter with Survivor. He has 5 hit dice, 3d10 and 2d8. And let's say for the sake of argument that he's spent two of his d10's, so he has 1d10 and 2d8 left.
I was thinking that when the wight drains him, he loses his last d10 first, then his d8's. But you're saying he could be drained of hit dice he doesn't have any more? I'm not sure of the rationale.
Of course, my way makes a wight even more scary near the end of the day, when you've lost most of your hit dice. Even a high-level fighter could go down quickly!
Excellent. The disadvantage makes energy drain terrifying. Perhaps it should be on attacks, checks, and saves?
Possibly, though my gut tells me that might be a little TOO harsh. Still, when it comes to undead, I'd prefer to err on the side of harsh.
High-Lethality Option: The creature dies instead.
Yep. I was afraid I'd get lynched if I tried to make that the default, though.
I like this version an awful lot.
My thinking on the Drained condition is evolving as I read people's posts.
I'm now thinking that you don't receive the Drained condition until you've been drained below half your hit dice, or have fallen unconscious. Once you get it, though, you suffer the following:
* You take disadvantage on attacks, checks, and saves. (This models being 'lower level', in a sense.)
* You get only half the usual effect of magical healing.
* You must make a Con check vs. DC 10 to regain hit dice. If you succeed, you still only get half the normal amount.
* The condition lasts until you've regained all your hit dice. (Or Restoration, etc.)
Losing hit dice would still impose disadvantage for one round afterward, though, even if you don't become Drained. Sound good?