Immobilization by Ghouls - A Fear Effect?

Right, y'know, remember that in earlier versions ghouls simply caused paralysis with a claw. It wasn't defined by what mechanic that happened; it's just the nature of things. Dragons breathe fire, ghouls paralyze with a touch.

4e just downgraded that to immobilize to avoid the whole "Oh, good, now I get to do nothing for a while" garbage. I mean, they can still paralyze (well, stun) you, but it's a lot more difficult.

I'd be fine with the DM declaring it to be a necrotic effect, frankly, since it does seem like there'd need to be some sort of energy involved. I don't know if that'd even make a difference, though, since Resist doesn't work against non-damage effects, and I don't know of anything that gives you a save bonus against necrotic effects; as far as I know, conditions don't have any keywords attached after the initial power has been resolved.


Acutally, ghoul paralysis dates back to Chainmail, the original wargame from which D&D derived, and there's a funny story about that. In Chainmail, undead were the "zerg" of the game -- most of the units were very cheap, but weak, so you buy tons of them and come in at your enemy with a huge horde. Elves were the "protoss" of the game, individually expensive but powerful. (Humans fall in the middle, as usual.) The problem came up, though, that an elf force could be easily defeated by a ghoul rush -- with two or three ghouls around him, the elf was almost guaranteed to get hit at least once a turn, which triggered the ghoul paralysis effect, and then the elf was just stuck there, unable to act, as the undead slowly whittled his HP down to nothing -- and three ghouls cost much less than one elf!

So they just decided elves are immune to paralysis. And that element stayed in the game all the way up to 3rd edition! For no reason other than that elves have "always" been immune. It wasn't there to reflect something in Tolkien or some common myth about elves... it was just a balancing factor for a game that's thirty years removed from the latest edition of D&D...
 
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I always imagined the chill of the grave spreads into the victim and freezes him so that the ghoul can munch on him at its leisure.

It's a dramatic thing, not a simulationist thing.

The ghoul paralysis mechanic can support both gamist and simulationist agendas!
 

I've got more of a problem understanding how ghoul claws prevent you from moving your feet than I do for paralysis.

The most logical thing would probably be that ghouls get an automatic grapple with their claws, thus immobilising the target and setting them up for the big bite - although they don't actually say this in the MM.

Heck, I find I'm almost rewriting half the MM powers to give them the kind of consistency which I like to see in a game :(
 

I think it is a nameless type effect. I would not have given a bonus to save if he had a plus vs. necrotic either.

True, but I like the idea of a fear effect; I think in older editions of D&D some "ecology of the ghoul" type article said that a ghoul's paralysis was caused by fear (in order to explain why elves were immune to ghoul paralysis... elves had "spirits" instead of "souls" and hence for some reason were unafraid).
 

I've got more of a problem understanding how ghoul claws prevent you from moving your feet than I do for paralysis.

The most logical thing would probably be that ghouls get an automatic grapple with their claws, thus immobilising the target and setting them up for the big bite - although they don't actually say this in the MM.

Heck, I find I'm almost rewriting half the MM powers to give them the kind of consistency which I like to see in a game :(

I think that 4E leaves a lot to the imagination. Which is, from my perspective, a good thing. Why do the ghouls immobilize the PCs? It's up to the DM to decide. Examples have been given above: a crippling strike that has the victim wracked in pain and unable to walk away (but in the intensity of combat, he can still manage to use his powers from where he is); filth secreted by the ghouls that make you dizy or gets into your system and suddenly your feet are... so... heavy... Perhaps they use dark energy that attacks the PC's nervous system and has a partial paralyzing effect.

Bottom line: D&D is a game of imagination, and it now includes coming up with fun and personal explanation for many powers. I think this is a great improvement and suggests that the designers trust the players' intelligence and creativity.

I'll add that the MM provides many powers for monsters that would make little sense if not for the background that we have of the previous editions. Or rather, little sense until you make sense out of it.

Sky
 

The most logical thing would probably be that ghouls get an automatic grapple with their claws, thus immobilising the target and setting them up for the big bite - although they don't actually say this in the MM.
Does the immobilized state end if the ghoul moves away? I don't think it does, which puts a hole in this (otherwise reasonable) explanation. :(
 

Does the immobilized state end if the ghoul moves away? I don't think it does, which puts a hole in this (otherwise reasonable) explanation. :(

One of my problems as a professional programmer is that I can't help analysing stuff, and I like things to have coherence... 4e is causing me lots of headaches in that regard! :(

My players will probably be lucky that they are going to face grabbing ghouls rather than paralysing ghouls!

Cheers
 

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