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Homebrew Werewolf -- Wanted input
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<blockquote data-quote="TheLazyLife" data-source="post: 7006805" data-attributes="member: 6869145"><p>Hey, thanks for the replies!</p><p></p><p>In regards to conditions, I utilize a rough printout that I made that tracks all the conditions into neat little boxes. I then use coins to represent the different players and place them appropriately when they start moving down the track, so I can, at a glance, tell who is where along what track. So far, it's worked out, and was really helpful when I threw enchanted-arrow slinging pixies at them, considering the different tracks they'd go down. </p><p></p><p>Doing a sort of Fantasy Eastern Europe setting. From what I understood of Russian mythology, werewolves were able to change at will, not explicitly weak against silver, but also didn't have insane health regeneration that you might find in other systems. The combat bonuses are very, very big and I was hoping the drawbacks would weigh strongly against this benefit while still making some sort of sense and discouraging players from actually seeking to become werewolves. In this context, for an upcoming story-arc, the PCs would contend against a tribe of werewolves. Allowing for the fey restriction on gaining lycanthropy, I already don't have to worry about half the party becoming werewolves and for the others, they've demonstrated motivation enough to avoid the disease as best they can as lycanthropes are an abomination in their eyes.</p></blockquote><p></p>
[QUOTE="TheLazyLife, post: 7006805, member: 6869145"] Hey, thanks for the replies! In regards to conditions, I utilize a rough printout that I made that tracks all the conditions into neat little boxes. I then use coins to represent the different players and place them appropriately when they start moving down the track, so I can, at a glance, tell who is where along what track. So far, it's worked out, and was really helpful when I threw enchanted-arrow slinging pixies at them, considering the different tracks they'd go down. Doing a sort of Fantasy Eastern Europe setting. From what I understood of Russian mythology, werewolves were able to change at will, not explicitly weak against silver, but also didn't have insane health regeneration that you might find in other systems. The combat bonuses are very, very big and I was hoping the drawbacks would weigh strongly against this benefit while still making some sort of sense and discouraging players from actually seeking to become werewolves. In this context, for an upcoming story-arc, the PCs would contend against a tribe of werewolves. Allowing for the fey restriction on gaining lycanthropy, I already don't have to worry about half the party becoming werewolves and for the others, they've demonstrated motivation enough to avoid the disease as best they can as lycanthropes are an abomination in their eyes. [/QUOTE]
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