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Double blades of wounding...

Plane Sailing said:
This comes down to the disconnect between what players can inflict and what they can recieve though... the wounding weapons are really "priced" for players (because those concerns you mention are not relevant for the monsters in the same way that they are for continuing characters).

Ability drains are always bad and don't have saves from monsters anyway in most cases. Attacks by packs of dire weasels are greatly to be feared!

WOW~ never realized that dire weasels had that ability! Man wait until our nature's band-aid boy...err druid hears of this!! :D

Wounding and any no-save ability damage is harmful in high levels and especially so if poisons are also thrown into the fray. Anything can be deadly at high levels, true...but IIMHO that wounding is one of those that sort of tops it for real cheap (price vs value).
 

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Darklone said:
Which spell helped against ability drain/ability damage again? Deathward?

ahem "Death Ward" helps against 'Magical death effects, energy drain and negative energy effects', quoting the PHB.

The 'powersource' of the 'wounding' effect being "Mordenkainen's Sword" , to me it definitely looks as if "deathward " would be useless against the weaponry mentioned, seeing that it does constitution damage, based on blood loss. No negative energy involved, so no "Death Ward" protection.

Unless the group habitually carried a lot of "Lesser Restoration" scrolls or potions or had some accurate forewarning they would be needed, this looks like a classical "short-stopping" encounter, plotwise - most any group I know would fall back, recuperate and probably stack up on restorative items. That is , if the plot/timing of the adventure left that possibility.
 
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uzagi_akimbo said:
...Unless the group habitually carried a lot of "Lesser Restoration" scrolls or potions or had some accurate forewarning they would be needed, this looks like a classical "short-stopping" encounter, plotwise - most any group I know would fall back, recuperate and probably stack up on restorative items. That is , if the plot/timing of the adventure left that possibility.

Well...it felt like a classical "short-stopping" encounter, but our "Killer DM (tm)" seeked a pack of werewolves and some werewolf lords on us...we had nowhere to run with wounding on our tail...
 

I agree wounding is too cheap. We are running a 3 games series at 20th level, and practically 2/3 of the party has wounding weapons. There just so good. I would rather see they do like 2 con + (1 con per multipler) on a crit hit.

So a x2 would do 3 con, x3 3 con, etc.
 

We have a slightly toned down alternative of the wounding property in our campaign. This version sort of helps out the finesse fighters in our campaign due to house feats that help finessed dudes hit better (but still lower damage than brute fighters/barbs). You can find it here.
 

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