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Balancing A Playable Lycanthrope Character
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<blockquote data-quote="Oofta" data-source="post: 9022795" data-attributes="member: 6801845"><p>You have a few options. </p><ol> <li data-xf-list-type="ol">You can follow the book on werewolves and suddenly they're immune to everything but silver or magic and are suddenly incredibly overpowered compared to any other PC of that level. Not good.</li> <li data-xf-list-type="ol">Slowly give them powers but make them take levels in werewolf, based off suggestions given or perhaps moon druid. Limiting them to non-metallic as a mood druid probably isn't going to change much but can be explained as a restriction to shapechange. It takes a while to learn to control the shifting. Others have given suggestions, but if you add werewolf powers <em>and</em> allow them to continue leveling up like normal it's a pretty major power up.</li> <li data-xf-list-type="ol">It's a curse, plain and simple. When they transform during the full moon they become a chaotic and evil beast that kills everything in sight, preferring to go after friends and allies if possible. They have to find a way to remove the curse.</li> </ol><p>Personally? I'd use #3, it's a curse. The player thought it would be awesome but now has a quest to remove the disease. This is actually pretty typical of werewolf movies, the bitten protagonist actually feels really good until they realize what they're doing during blackout periods. This has nothing to do with punishing your player, it can be a fun side quest.</p><p></p><p>You could also give them the option to fight back against the curse but by doing so it means they don't get all the benefits of being a werewolf. Give them some minor benefits like unarmed attacks, but immunity is only a thing if they fully accept the curse and become an NPC. Their dreams are haunted by visions of violence and rage. Let them take levels of werewolf powers if you want including transformation. During the full moon they have to be restrained or they go on a killing spree.</p><p></p><p>Some other games could handle a full-on werewolf. D&D could even handle it if you had the right setup for all players. But in my game? I just explained that being a werewolf was not a power-up, it's a curse. It's a question of balance in comparison to the other players. That, and I'm not particularly fond of straight up immunity to damage but that's another issue.</p><p></p><p>NOTE: Remember that no equipment isn't transformed. In addition I'd say that while wolfing out they don't care about their equipment.</p></blockquote><p></p>
[QUOTE="Oofta, post: 9022795, member: 6801845"] You have a few options. [LIST=1] [*]You can follow the book on werewolves and suddenly they're immune to everything but silver or magic and are suddenly incredibly overpowered compared to any other PC of that level. Not good. [*]Slowly give them powers but make them take levels in werewolf, based off suggestions given or perhaps moon druid. Limiting them to non-metallic as a mood druid probably isn't going to change much but can be explained as a restriction to shapechange. It takes a while to learn to control the shifting. Others have given suggestions, but if you add werewolf powers [I]and[/I] allow them to continue leveling up like normal it's a pretty major power up. [*]It's a curse, plain and simple. When they transform during the full moon they become a chaotic and evil beast that kills everything in sight, preferring to go after friends and allies if possible. They have to find a way to remove the curse. [/LIST] Personally? I'd use #3, it's a curse. The player thought it would be awesome but now has a quest to remove the disease. This is actually pretty typical of werewolf movies, the bitten protagonist actually feels really good until they realize what they're doing during blackout periods. This has nothing to do with punishing your player, it can be a fun side quest. You could also give them the option to fight back against the curse but by doing so it means they don't get all the benefits of being a werewolf. Give them some minor benefits like unarmed attacks, but immunity is only a thing if they fully accept the curse and become an NPC. Their dreams are haunted by visions of violence and rage. Let them take levels of werewolf powers if you want including transformation. During the full moon they have to be restrained or they go on a killing spree. Some other games could handle a full-on werewolf. D&D could even handle it if you had the right setup for all players. But in my game? I just explained that being a werewolf was not a power-up, it's a curse. It's a question of balance in comparison to the other players. That, and I'm not particularly fond of straight up immunity to damage but that's another issue. NOTE: Remember that no equipment isn't transformed. In addition I'd say that while wolfing out they don't care about their equipment. [/QUOTE]
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