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"Fear of Monsters" back into 4th Edition
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<blockquote data-quote="Quickleaf" data-source="post: 7210530" data-attributes="member: 20323"><p>[MENTION=6694190]Myrhdraak[/MENTION] I played a lot of 4e, and the sorts of debilitating effects you're talking about – rust monsters, mummy rot, carrion crawlers, etc. – absolutely were toned down compared to what I remember of their AD&D versions. My experience with 3e was limited so I don't feel confident commenting there.</p><p></p><p>In 5e, it depends on the monster. For example, rust monsters & mummies lean far more toward their AD&D versions than 4e did. However, the paralyzation of carrion crawlers is still just as gimped in 5e as it was in 4e (reduced to a round or three compared to minutes in AD&D).</p><p></p><p>Anyhow, I ran mummies back in AD&D quite a bit – we had an Egyptian themed Planescape campaign – and I came up with some original ways to remove mummy rot that felt more interesting than spells (and because my "party" was 2 PCs – a fighter and a mage – lacking clerical magic). Straining my memory here, but I think...</p><p></p><ul> <li data-xf-list-type="ul">I incorporated the idea of a mummy's sarcophagus being a sort of shrine to their patron deity, and if the proper prayers/propitiation/sacrifices were offered to that deity at that sarcophagus-shrine, that would remove the mummy rot.</li> <li data-xf-list-type="ul">I came up with a magic ritual puzzle using the mummy's canopic jars that, if merged with alchemical substances in the right combo, would create an unguent which - when painted over the eyelids - would remove the mummy rot (or allow it to be transferred to an incapacitated creature who was painted). However, it posed risk of reanimating the mummy if done incorrectly. EDIT: Actually, now I remember, I had a table I rolled on if the ritual wasn't done right – with results ranging from inflicting blindness, swapping sight of mummy & victim (if both still "alive"), mummy possessing victim, etc.</li> <li data-xf-list-type="ul">I had these "blood murals" in one dungeon which required pricking a finger on a single needle to get them to spin - some revealed secret passages, others cryptograms with clues, others were traps guarding treasure/portals. I think one was curative and would purify the blood/skin of creatures infected with mummy rot at the cost of hit points.</li> </ul><p></p><p>The general principle I tend to fall back on with such long-term debilitating conditions is "Yes you're afflicted with this really nasty thing, BUT...here's what can be done about it that adds to the drama/interest of the game & provides an interesting choice..."</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 7210530, member: 20323"] [MENTION=6694190]Myrhdraak[/MENTION] I played a lot of 4e, and the sorts of debilitating effects you're talking about – rust monsters, mummy rot, carrion crawlers, etc. – absolutely were toned down compared to what I remember of their AD&D versions. My experience with 3e was limited so I don't feel confident commenting there. In 5e, it depends on the monster. For example, rust monsters & mummies lean far more toward their AD&D versions than 4e did. However, the paralyzation of carrion crawlers is still just as gimped in 5e as it was in 4e (reduced to a round or three compared to minutes in AD&D). Anyhow, I ran mummies back in AD&D quite a bit – we had an Egyptian themed Planescape campaign – and I came up with some original ways to remove mummy rot that felt more interesting than spells (and because my "party" was 2 PCs – a fighter and a mage – lacking clerical magic). Straining my memory here, but I think... [list][*]I incorporated the idea of a mummy's sarcophagus being a sort of shrine to their patron deity, and if the proper prayers/propitiation/sacrifices were offered to that deity at that sarcophagus-shrine, that would remove the mummy rot. [*]I came up with a magic ritual puzzle using the mummy's canopic jars that, if merged with alchemical substances in the right combo, would create an unguent which - when painted over the eyelids - would remove the mummy rot (or allow it to be transferred to an incapacitated creature who was painted). However, it posed risk of reanimating the mummy if done incorrectly. EDIT: Actually, now I remember, I had a table I rolled on if the ritual wasn't done right – with results ranging from inflicting blindness, swapping sight of mummy & victim (if both still "alive"), mummy possessing victim, etc. [*]I had these "blood murals" in one dungeon which required pricking a finger on a single needle to get them to spin - some revealed secret passages, others cryptograms with clues, others were traps guarding treasure/portals. I think one was curative and would purify the blood/skin of creatures infected with mummy rot at the cost of hit points.[/list] The general principle I tend to fall back on with such long-term debilitating conditions is "Yes you're afflicted with this really nasty thing, BUT...here's what can be done about it that adds to the drama/interest of the game & provides an interesting choice..." [/QUOTE]
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