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[EN5ider #42] Heroes of the Night
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<blockquote data-quote="Shieldhaven" data-source="post: 7684282" data-attributes="member: 23427"><p>Thanks for the feedback!</p><p></p><p>You absolutely could use the Monster Manual's rules for lycanthropy, but I would suggest that the Wolfsblood makes being a werewolf a more central part of your character and gameplay experience. I also tried to reflect some of the style of higher-powered werewolves in fiction - if you treat the MM's werewolf as the baseline, what sorts of horrible things can more powerful werewolves do?</p><p></p><p>On the Haunted - damage to the companion and damage to the ghost are separate hit point pools because I wanted to spare the player some bookkeeping, and because the ghost is subject to more kinds of attacks than the spectral companion. That is, I wanted to avoid getting into a situation where you never use the ghost because you're worried that it will end its duration too damaged to be useful.</p><p></p><p>If you wanted to justify the spectral companion's failure to act while the fighter is denied actions, I would say that the spectral companion is somewhat disrupted and confused while the fighter is under this negative effect, unless the spectral companion had standing orders from the fighter that it could follow. I would emphasize the tenuous nature of its tie to the mortal world, because that focuses attention on the fighter PC's importance in the relationship.</p><p></p><p>Evil Eye pact - yes, if you're using that ability on someone who has a protective ward against the Evil Eye, you wind up back at a straight roll. DMs who do use the optional rules for the ward against the evil eye are well-advised not to make them as omnipresent as they are in Mediterranean and Middle Eastern cultures of the real world.</p><p></p><p>Thanks again for the questions and comments!</p><p></p><p>Brandes Stoddard</p></blockquote><p></p>
[QUOTE="Shieldhaven, post: 7684282, member: 23427"] Thanks for the feedback! You absolutely could use the Monster Manual's rules for lycanthropy, but I would suggest that the Wolfsblood makes being a werewolf a more central part of your character and gameplay experience. I also tried to reflect some of the style of higher-powered werewolves in fiction - if you treat the MM's werewolf as the baseline, what sorts of horrible things can more powerful werewolves do? On the Haunted - damage to the companion and damage to the ghost are separate hit point pools because I wanted to spare the player some bookkeeping, and because the ghost is subject to more kinds of attacks than the spectral companion. That is, I wanted to avoid getting into a situation where you never use the ghost because you're worried that it will end its duration too damaged to be useful. If you wanted to justify the spectral companion's failure to act while the fighter is denied actions, I would say that the spectral companion is somewhat disrupted and confused while the fighter is under this negative effect, unless the spectral companion had standing orders from the fighter that it could follow. I would emphasize the tenuous nature of its tie to the mortal world, because that focuses attention on the fighter PC's importance in the relationship. Evil Eye pact - yes, if you're using that ability on someone who has a protective ward against the Evil Eye, you wind up back at a straight roll. DMs who do use the optional rules for the ward against the evil eye are well-advised not to make them as omnipresent as they are in Mediterranean and Middle Eastern cultures of the real world. Thanks again for the questions and comments! Brandes Stoddard [/QUOTE]
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[EN5ider #42] Heroes of the Night
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