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Energy Drain
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<blockquote data-quote="Li Shenron" data-source="post: 6006329" data-attributes="member: 1465"><p>I agree that there is a big divide: those who want truly scary stuff such as Level Drain, and those who hate it.</p><p></p><p>I think that if the game turns level drain into damage, that's practically like giving up on the idea altoghether. It's just another damage type, bleah...</p><p></p><p>I don't think we necessarily mean a whole "module", tho it might be ok to call it like that, but I think anyway the key is level drain to be <strong>optional</strong>.</p><p></p><p>My suggestion is to make level drain <em>really </em>scary, and then all you need to do is making it optional for each monster that used to have it, it takes only a <em>tiny</em> addition to a monster's stat block:</p><p></p><p><u><strong>Vampire</strong></u></p><p><em>Usual stats: attack, HP...</em></p><p>Special abilities: ability X, ability Y, level drain(optional)*</p><p>XP: 1500 (*1000 without level drain)</p><p></p><p>You don't really need to change everything else.</p><p></p><p>Also, I quite liked how energy drain was handled in 3ed. You didn't really need to recalculate anything until the negative levels became a permanent level loss. You had 24 hours to find a way to remove those negative levels (although this was sometime trivial with a high-level enough Cleric that could cast Restoration), but at least there was a potential for an interesting rush against time.</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 6006329, member: 1465"] I agree that there is a big divide: those who want truly scary stuff such as Level Drain, and those who hate it. I think that if the game turns level drain into damage, that's practically like giving up on the idea altoghether. It's just another damage type, bleah... I don't think we necessarily mean a whole "module", tho it might be ok to call it like that, but I think anyway the key is level drain to be [B]optional[/B]. My suggestion is to make level drain [I]really [/I]scary, and then all you need to do is making it optional for each monster that used to have it, it takes only a [I]tiny[/I] addition to a monster's stat block: [U][B]Vampire[/B][/U] [I]Usual stats: attack, HP...[/I] Special abilities: ability X, ability Y, level drain(optional)* XP: 1500 (*1000 without level drain) You don't really need to change everything else. Also, I quite liked how energy drain was handled in 3ed. You didn't really need to recalculate anything until the negative levels became a permanent level loss. You had 24 hours to find a way to remove those negative levels (although this was sometime trivial with a high-level enough Cleric that could cast Restoration), but at least there was a potential for an interesting rush against time. [/QUOTE]
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