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*Dungeons & Dragons
Clay Golem HP Drain
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<blockquote data-quote="I'm A Banana" data-source="post: 6375135" data-attributes="member: 2067"><p>I think that part of what folks don't seem to be grasping when they look at stuff like this (or like low saves for your dump stat) is that 5e seems to be set up to have a lot of back-and-forth swings. </p><p></p><p>I mean, that effect looks gnarly, but every 9th-level cleric/druid can cast Greater Restoration, and a Bard who wants to could do it, too. It's not a debilitating problem unless you get hit a LOT, and you don't have one of those available. It's a yo-yo status, easy come, easy go. </p><p></p><p>Which is fine, but come to think of it, it seems narrow. I'm a little surprised that the Medicine skill, the Healer's kit, etc. don't help with maximum HP loss. As it is, the clay golem is a "if you don't have a cleric or druid (or a certain kind of bard or particular magic items) be prepared to have less HP for the entire rest of the game." My guess is that magic items are meant to help that, but...if magic items are optional...</p><p></p><p>Maybe we're looking at a "magic items are assumed, so level 9 characters have access to potions of restoration, and if you remove magic items, here's a module to make sure you maintain the same level of resource access, if you want"?</p><p></p><p>Anyway, the effect itself doesn't seem to be a problem, but the limited ways one can recover from it might be. Sounds like a good use for the under-used Medicine skill to me! </p><p></p><p>But I really like the Berserk effect! Smashin' stuff is cool and interesting and evocative.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 6375135, member: 2067"] I think that part of what folks don't seem to be grasping when they look at stuff like this (or like low saves for your dump stat) is that 5e seems to be set up to have a lot of back-and-forth swings. I mean, that effect looks gnarly, but every 9th-level cleric/druid can cast Greater Restoration, and a Bard who wants to could do it, too. It's not a debilitating problem unless you get hit a LOT, and you don't have one of those available. It's a yo-yo status, easy come, easy go. Which is fine, but come to think of it, it seems narrow. I'm a little surprised that the Medicine skill, the Healer's kit, etc. don't help with maximum HP loss. As it is, the clay golem is a "if you don't have a cleric or druid (or a certain kind of bard or particular magic items) be prepared to have less HP for the entire rest of the game." My guess is that magic items are meant to help that, but...if magic items are optional... Maybe we're looking at a "magic items are assumed, so level 9 characters have access to potions of restoration, and if you remove magic items, here's a module to make sure you maintain the same level of resource access, if you want"? Anyway, the effect itself doesn't seem to be a problem, but the limited ways one can recover from it might be. Sounds like a good use for the under-used Medicine skill to me! But I really like the Berserk effect! Smashin' stuff is cool and interesting and evocative. [/QUOTE]
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