Hey all,
Just wanted to ask your thoughts on a feebleminded character.
Last night the party was attacked in their keep by a group of githyanki who were trying to recover a silver sword that the party had taken several gaming sessions earlier. The battle ended with the sword being recovered, but the githyanki severly crushed, so the remaining two planeshifted away. As a parting gift, the wizard githyanki(hasted) cast feeblemind on the party's bard and plan shifted away. The player took it well, but today had some ideas about the spell.
Basically he was thinking that a more realistic feeblemind would be the lowering of all mental stats to 3(3 int, 3 wis, 3 chr) instead of 1 int, as the spell is now. His argument was that with a 1 int, the character would not be able to have an alignment(other than neutral) and would not be able to gain level(xp) because the character would not have a sufficent int to learn. I really couldn't think of a good reason to not allow this. The score of 3 in mental stats would still prohibit spell casting, but allow the player to still be in control of his character, letting him follow the party around untill they were able to find a cure for the feeblmind. The spell as writen states that you can follow your friends around as well, but with a 1 int, the charater should probably be under the control of the DM. They equate 1 int with the smarts of a lizard
I guess what I am after is some ideas on whether this seems like a reasonable change.
cheers,
justfisch
Just wanted to ask your thoughts on a feebleminded character.
Last night the party was attacked in their keep by a group of githyanki who were trying to recover a silver sword that the party had taken several gaming sessions earlier. The battle ended with the sword being recovered, but the githyanki severly crushed, so the remaining two planeshifted away. As a parting gift, the wizard githyanki(hasted) cast feeblemind on the party's bard and plan shifted away. The player took it well, but today had some ideas about the spell.
Basically he was thinking that a more realistic feeblemind would be the lowering of all mental stats to 3(3 int, 3 wis, 3 chr) instead of 1 int, as the spell is now. His argument was that with a 1 int, the character would not be able to have an alignment(other than neutral) and would not be able to gain level(xp) because the character would not have a sufficent int to learn. I really couldn't think of a good reason to not allow this. The score of 3 in mental stats would still prohibit spell casting, but allow the player to still be in control of his character, letting him follow the party around untill they were able to find a cure for the feeblmind. The spell as writen states that you can follow your friends around as well, but with a 1 int, the charater should probably be under the control of the DM. They equate 1 int with the smarts of a lizard

cheers,
justfisch