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<blockquote data-quote="Shadowdweller00" data-source="post: 6785309" data-attributes="member: 6778479"><p>You know, I've long thought that the essential drives and cravings of wererats could stand to be fleshed out a bit better. The ferociously predatory nature of werewolves/tigers, for example, doesn't quite seem appropriate. If I had to outline something, I'd PROBABLY give them something like the following:</p><p></p><p>- Paranoia</p><p>- Greed / Hoarding tendencies</p><p>- Hunger, and a taste for spoiled foodstuffs.</p><p>- A general lack of regard for cleanliness and/or smells that might repulse other sentient creatures</p><p></p><p>I would probably tend to base any counterbalancing weaknesses on the above. I would certainly agree that full immunity to nonsilver physical damage is overpowered. But I think it would remain so at ANY point in a character's adventuring career. Probably best to keep things at resistance. Any counterbalancing flaws would need to be pretty significant. Some other possible ideas (not intended to all be implemented at the same time):</p><p></p><p>* Give the PC some minor flaws, for example food hoarding and/or kleptomania in addition to something more severe.</p><p>* The PC goes through periods of time where their animal nature overrides their consciousness, such as classically happens to an afflicted lycanthrope during the full moon.</p><p>* The PC needs to make a Wisdom save at the start of every combat or gain the frightened condition. If initial save is failed, another save at the end of every round until the condition is removed.</p><p>* The PC automatically frightened in combat whenever foes outnumber their allies.</p><p>* PC needs to make a Wisdom save every time treasure or food is being divided up or try to take a larger share, either by demand or deception.</p><p>* Disadvantage on charisma-based skills when interacting with any sentients who might care about cleanliness.</p></blockquote><p></p>
[QUOTE="Shadowdweller00, post: 6785309, member: 6778479"] You know, I've long thought that the essential drives and cravings of wererats could stand to be fleshed out a bit better. The ferociously predatory nature of werewolves/tigers, for example, doesn't quite seem appropriate. If I had to outline something, I'd PROBABLY give them something like the following: - Paranoia - Greed / Hoarding tendencies - Hunger, and a taste for spoiled foodstuffs. - A general lack of regard for cleanliness and/or smells that might repulse other sentient creatures I would probably tend to base any counterbalancing weaknesses on the above. I would certainly agree that full immunity to nonsilver physical damage is overpowered. But I think it would remain so at ANY point in a character's adventuring career. Probably best to keep things at resistance. Any counterbalancing flaws would need to be pretty significant. Some other possible ideas (not intended to all be implemented at the same time): * Give the PC some minor flaws, for example food hoarding and/or kleptomania in addition to something more severe. * The PC goes through periods of time where their animal nature overrides their consciousness, such as classically happens to an afflicted lycanthrope during the full moon. * The PC needs to make a Wisdom save at the start of every combat or gain the frightened condition. If initial save is failed, another save at the end of every round until the condition is removed. * The PC automatically frightened in combat whenever foes outnumber their allies. * PC needs to make a Wisdom save every time treasure or food is being divided up or try to take a larger share, either by demand or deception. * Disadvantage on charisma-based skills when interacting with any sentients who might care about cleanliness. [/QUOTE]
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