How is it fun to lose experience for your character and have your plans for their future abilities set back? How is it fun for the DM to have to run the same level adventures forever because everyone keeps getting drained? No, I see no fun in pointless frustration, myself.ciaran00 said:If fun = winning, yeah. This is why American video games are several orders of difficulty simpler than Japanese video games of the same title.
ciaran
I agree completely -- but replacing the level-draining slam with level-draining blood-sucking would work too.Urbannen said:Vampires shouldn't have a level drain with their slam attack. I can't think of any literature in which vampires had an enervating touch. They should just have their Con drain blood sucking attack. Once a victim is dropped to 0 Con, the victim dies and rises the next night as a vampire spawn. Which is the way it happens in all the movies.
ciaran00 said:If fun = winning, yeah. This is why American video games are several orders of difficulty simpler than Japanese video games of the same title.
ciaran
Many aspects of D&D have little basis in The Literature. (And I'm not generally fan of those aspects...)Altalazar said:Tell me, can you think of ANY fantasy story ever written where such a thing as level drain was ever a story point? Nope - because that simply isn't part of the genre - it is a silly and destructive rule-mechanic hold-over from the cheesy power-gaming roots of D&D.
Right on! This is too true, and not the only confusing "duality" in the game. Add to the problem with equating XP to "life force" the fact that, according to official D&D cosmology, the spirit of a dead PC that has passed into the afterlife (as a petitioner) is stripped of level-related abilities (but a ghost isn’t). I don't use XP as "life force" in my home campaigns either, so no XP costs for items or spells. I have other "controls", but I guess this is really another discussion (a cool one, though).Ahrimon said:That's one of the problems with the XP system. Most people that think of XP and levels and equate it to knowlege and training gained from what you have experienced. Unfortunately just about everything that takes away levels and XP equates it taking away part of your life force.
Well, your homebrew system rocks, and the logic that undead shouldn't be like poisonous critters is sound too. However, hit points are not wholly life force. They're a blend of toughness and life force, as well as just the plain ability to turn what would be a terrible direct hit into a minor injury. Describing combat requires the DM to take this into account—people can take hit point damage and not really be struck (which brings up a whole other confusing duality when it comes to secondary monster attack abilities, like level drain and poison). The reason your hit point loss system works for me, regardless of the argument over "what are hit points", is that your undead can kill regular folks really easily, but heroes can stand against them longer—but the thought is really scary and everyone really learns to love that good cleric. With just ability drain, the regular folks can sometimes stand as long as a hero. No good. Perhaps poison should follow this route too? (And, maybe, both should require a critical hit to come into play.)Cyberzombie said:What do the undead steal? Life force. What is the life force in D&D? Hit points.
Just remember, 2d6s create a bell curve while d12s are linear. While the average damage is mostly the same, the high and low ends are less likely using 2d6, while on a d12 each number comes up 8.3% of the time. A d12 is a better damage die if you want to ensure randomness, while 2d6 is better for ensuring average (7) damage.Cheiromancer said:I like the idea of life-stealing. I think you should use 1 level=1d12; that is the size of an undead's hit dice, approximately equal to the 2d6 you are using, and anyway there aren't enough uses for d12s.
You might want to continue to call them negative levels with regard to magic and healing; normal cure spells don't touch them, but restoration spells that remove negative levels would. After 24 hours the character makes a save; if successful, the stolen hit points are converted into normal damage. If not, the hit points are permanently drained, and only effects which would restore lost levels will get those hit points back.
Nice. I really like the "Morgul blade" aspect. What if a certain percentage of the ability damage never heals? "That wound will never totally heal," Gandalf said.mmadsen said:I recommend redefining a Negative Level as two points of Ability Damage to all Ability scores (Str, Dex, Con, etc.). It has roughly the same effect as the current mechanic (-1 to almost everything), and it's quite scary -- but it gets around a lot of the wonkiness.
If you want to make it a bit scarier -- and conjure a bit of Morgul-blade flavor -- you can treat it as a disease with the potential to do more Ability Damage with a failed Fort save on subsequent days.
Kinda like the Morgul blade idea above?pawsplay said:Mummy Rot is always good for that taint of evil. The same concept works fine with Wights.
Thank you, Khur.Khur said:Nice. I really like the "Morgul blade" aspect.
That could work, but I'd probably keep it cosmetic, myself -- i.e., the scar never heals, but the ability damage does. (Ooh, imagine that the Wraith's handprint never leaves its victim...)What if a certain percentage of the ability damage never heals? "That wound will never totally heal," Gandalf said.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.