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<blockquote data-quote="Greenfield" data-source="post: 5716191" data-attributes="member: 6669384"><p>Well, one of the problems for the classic Vampire was the need to rest in his native soil. Thus the coffins, usually with dirt from native land in the lining.</p><p></p><p>But when the Vampire isn't traveling far from home? Any hole in the ground will do, so long as it keeps them out of sunlight.</p><p></p><p>In this case, the Vampire is right at home, literally. </p><p></p><p>As for there being a lot of Vampires around... I expect that they'd do a little population control of their own, taking care not to spawn more offspring than the local Human population can support.</p><p></p><p>Any undead that can spawn are a problem in D&D, one of those things that DMs and players have to play "Pay no attention to that man behind the curtain" with.</p><p></p><p>One Wight gets loose in a major city, and before dawn the entire city is undead. Remember that the average Human is 1st or 2nd level, so it doesn't take more than a hit or two, plus a few rounds of conversion time, and the local Wight population doubles. In a densely populated area, by the time word got to the local church or city guard, and they could send what help they had that help would be overwhelmed by sheer numbers.</p><p></p><p>Presume a Wight in a slum neighborhood. Presume 2 rounds to drop someone, on average.</p><p></p><p>That means that, on average, 4.5 rounds after the Wight arrives, there are 2 Wights.</p><p></p><p>Each of those drops someone and 4.5 rounds later, there are 4. </p><p></p><p>Allowing for chase time, we're quadrupling every minute.</p><p></p><p>Say it takes 5 minutes for help to arrive, help that can actually do something about the issue.</p><p></p><p>Minute 1: 1 becomes 4</p><p>Minute 2: 4 becomes 16.</p><p>Minute 3: 16 becomes 64</p><p>Minute 4: 64 becomes 256</p><p>Minute 5: 256 becomes 1024.</p><p></p><p>So, from single threat to undead horde in 5 minutes flat.</p><p></p><p>Wraiths take longer, since they need to hit three times, on average, to drop the average mortal (D6 CON drain to people with 3D6 stats.) 5 1/2 rounds will usually do the trick.</p><p></p><p>They'll only have 512 after 5 minutes.</p><p></p><p>Shadows spawn at about the same speed as Wraiths, since they drain Strength at a rate of a D6 per round.</p><p></p><p>Spectres drain 2 levels per hit, so they reproduce in 3 1/2 rounds, on average. One becomes eight in a minute plus half a round. 5 minutes gets you around 15,000 or so.</p><p></p><p>All of this makes the decidedly false presumptions that the Undead have an essentially unlimited supply of fodder in easy reach, and that they hit every round. A crowded slum has a lot of people, but not an unlimited number, and they will give the undead a run for their money. And even though all of these are based on a touch attack, low dice rolls happen even when your target is such an easy mark.</p><p></p><p>Even so, pay no attention to that man behind the curtain, or he'll probably eat your face off.</p><p></p><p>Happy Halloween!</p></blockquote><p></p>
[QUOTE="Greenfield, post: 5716191, member: 6669384"] Well, one of the problems for the classic Vampire was the need to rest in his native soil. Thus the coffins, usually with dirt from native land in the lining. But when the Vampire isn't traveling far from home? Any hole in the ground will do, so long as it keeps them out of sunlight. In this case, the Vampire is right at home, literally. As for there being a lot of Vampires around... I expect that they'd do a little population control of their own, taking care not to spawn more offspring than the local Human population can support. Any undead that can spawn are a problem in D&D, one of those things that DMs and players have to play "Pay no attention to that man behind the curtain" with. One Wight gets loose in a major city, and before dawn the entire city is undead. Remember that the average Human is 1st or 2nd level, so it doesn't take more than a hit or two, plus a few rounds of conversion time, and the local Wight population doubles. In a densely populated area, by the time word got to the local church or city guard, and they could send what help they had that help would be overwhelmed by sheer numbers. Presume a Wight in a slum neighborhood. Presume 2 rounds to drop someone, on average. That means that, on average, 4.5 rounds after the Wight arrives, there are 2 Wights. Each of those drops someone and 4.5 rounds later, there are 4. Allowing for chase time, we're quadrupling every minute. Say it takes 5 minutes for help to arrive, help that can actually do something about the issue. Minute 1: 1 becomes 4 Minute 2: 4 becomes 16. Minute 3: 16 becomes 64 Minute 4: 64 becomes 256 Minute 5: 256 becomes 1024. So, from single threat to undead horde in 5 minutes flat. Wraiths take longer, since they need to hit three times, on average, to drop the average mortal (D6 CON drain to people with 3D6 stats.) 5 1/2 rounds will usually do the trick. They'll only have 512 after 5 minutes. Shadows spawn at about the same speed as Wraiths, since they drain Strength at a rate of a D6 per round. Spectres drain 2 levels per hit, so they reproduce in 3 1/2 rounds, on average. One becomes eight in a minute plus half a round. 5 minutes gets you around 15,000 or so. All of this makes the decidedly false presumptions that the Undead have an essentially unlimited supply of fodder in easy reach, and that they hit every round. A crowded slum has a lot of people, but not an unlimited number, and they will give the undead a run for their money. And even though all of these are based on a touch attack, low dice rolls happen even when your target is such an easy mark. Even so, pay no attention to that man behind the curtain, or he'll probably eat your face off. Happy Halloween! [/QUOTE]
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