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*Dungeons & Dragons
A truly horrifying Age of Worms
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<blockquote data-quote="Stormonu" data-source="post: 8005051" data-attributes="member: 52734"><p>I would agree with not changing the PC's abilities or disallowing classes, but you can change some of the undead abilities and tactics if you want to change the power curve.</p><p></p><ul> <li data-xf-list-type="ul">Send in undead in waves. If the PCs aren't judicious about turning, they may waste using the ability too soon (or too late) instead of when most needed.</li> <li data-xf-list-type="ul">Remember turning is broken as soon as the PC damages the undead. While allowing them to possibly make a powerful alpha strike, if the undead can weather initial attacks, they're dangerous again.</li> <li data-xf-list-type="ul">Turning lasts only a minute. Afterward, the undead can return to pester the PCs (especially if they are making themselves easy to find with light & noise). Really dangerous if the PCs are still engaged with other enemies when the undead return (or they wait to ambush PCs)</li> <li data-xf-list-type="ul">Judicious use of turn resistance. The "worms" may give the undead a +2 (+1d4) bonus to turning - sort of like a <em>bless/blight</em> effect. Legendary undead could automatically succeed it with use of a legendary ability. You could designate "Leader" undead in groups that may have aura abilities that buff nearby undead saves or allow them a second save</li> <li data-xf-list-type="ul">The "worms" may require stronger magic to be used to remove effects or heal injuries caused by the undead. You could require PCs to research these effects (possibly with GP costs attached), adding either exotic components ("tail of worm"), higher level spells or saves against worm-induced effects (see Tomb of Annililitation's treatment of the "Death Curse" for ideas).</li> </ul></blockquote><p></p>
[QUOTE="Stormonu, post: 8005051, member: 52734"] I would agree with not changing the PC's abilities or disallowing classes, but you can change some of the undead abilities and tactics if you want to change the power curve. [LIST] [*]Send in undead in waves. If the PCs aren't judicious about turning, they may waste using the ability too soon (or too late) instead of when most needed. [*]Remember turning is broken as soon as the PC damages the undead. While allowing them to possibly make a powerful alpha strike, if the undead can weather initial attacks, they're dangerous again. [*]Turning lasts only a minute. Afterward, the undead can return to pester the PCs (especially if they are making themselves easy to find with light & noise). Really dangerous if the PCs are still engaged with other enemies when the undead return (or they wait to ambush PCs) [*]Judicious use of turn resistance. The "worms" may give the undead a +2 (+1d4) bonus to turning - sort of like a [I]bless/blight[/I] effect. Legendary undead could automatically succeed it with use of a legendary ability. You could designate "Leader" undead in groups that may have aura abilities that buff nearby undead saves or allow them a second save [*]The "worms" may require stronger magic to be used to remove effects or heal injuries caused by the undead. You could require PCs to research these effects (possibly with GP costs attached), adding either exotic components ("tail of worm"), higher level spells or saves against worm-induced effects (see Tomb of Annililitation's treatment of the "Death Curse" for ideas). [/LIST] [/QUOTE]
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