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Is there any reason to be cured of lycanthropy?
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<blockquote data-quote="Argyle King" data-source="post: 6096210" data-attributes="member: 58416"><p>I disagree with some of this. Though, to be fair, a lot of what I am going to use is anecdotal evidence.</p><p></p><p>I grew up in a rural area. I also have done some work on farms. I've even on occasion had to worry about wolves. It's been my experience that wolves tend to target other animals before humans. That being said, a small child or a weak human might very well be considered worth the effort.</p><p></p><p>Recently, Coywolves have started to become a problem. For those who don't know, Coywolves are a Coyote/Wolf crossbreed. The reason why they have become a problem is that coyotes tend to be more ambitious in approaching human settlements for food. However, they also tend to be smaller than wolves. Coywolves tend to have less fear of human (like a coyote,) but also have the size and power of a wolf. Last summer, the daughter of a local farmer (less than a mile down the road from me) was attacked by a Coywolf. Luckily, the family's dog was outside with the girl and protected her. The dog ended up dying from wounds, but not before chasing away the coywolf and protecting the girl. </p><p></p><p>I do agree that wolves from the past were likely far more aggressive than modern wolves. However, their natural tendency does still tend to be hunting in a pack. (Though not always the case; the term 'Lone Wolf' came about for a reason.) While attacking a human is easily within the realm of possibility, and I still would not trust a wild wolf around my children, it's been my experience that other types of prey are usually preferred.</p><p></p><p>None of this really amounts to a hill of beans when considering werewolves. Really, we cannot even point to conventional myths and legends when considering d20 werewolves because the lore does not fit the D&D/Pathfinder version of the creature most times. I do see a problem in the way the game handles the "curse," but I believe that to be a problem born of how templates and the vertical structure of D&D levels interact. At face value, there's really no reason to be cured unless the GM adds some of his own interpretation to the curse. I'm sure many would do so, and I would feel they were within their rights to do so, but that does not change the fact that I believe many of the problems are a result of the underlying structure of the game. </p><p></p><p>It's also worth mentioning that not every adventuring party is of good intent. Depending upon the general moral outlook of the party, it may be a boon to their efforts to have one of their number inflicted with lycanthropy. There certainly is precedence for this in both D&D and Pathfinder. According to several published adventures, wererats can work together as thieves and rogues without becoming bloodthirsty savages.</p></blockquote><p></p>
[QUOTE="Argyle King, post: 6096210, member: 58416"] I disagree with some of this. Though, to be fair, a lot of what I am going to use is anecdotal evidence. I grew up in a rural area. I also have done some work on farms. I've even on occasion had to worry about wolves. It's been my experience that wolves tend to target other animals before humans. That being said, a small child or a weak human might very well be considered worth the effort. Recently, Coywolves have started to become a problem. For those who don't know, Coywolves are a Coyote/Wolf crossbreed. The reason why they have become a problem is that coyotes tend to be more ambitious in approaching human settlements for food. However, they also tend to be smaller than wolves. Coywolves tend to have less fear of human (like a coyote,) but also have the size and power of a wolf. Last summer, the daughter of a local farmer (less than a mile down the road from me) was attacked by a Coywolf. Luckily, the family's dog was outside with the girl and protected her. The dog ended up dying from wounds, but not before chasing away the coywolf and protecting the girl. I do agree that wolves from the past were likely far more aggressive than modern wolves. However, their natural tendency does still tend to be hunting in a pack. (Though not always the case; the term 'Lone Wolf' came about for a reason.) While attacking a human is easily within the realm of possibility, and I still would not trust a wild wolf around my children, it's been my experience that other types of prey are usually preferred. None of this really amounts to a hill of beans when considering werewolves. Really, we cannot even point to conventional myths and legends when considering d20 werewolves because the lore does not fit the D&D/Pathfinder version of the creature most times. I do see a problem in the way the game handles the "curse," but I believe that to be a problem born of how templates and the vertical structure of D&D levels interact. At face value, there's really no reason to be cured unless the GM adds some of his own interpretation to the curse. I'm sure many would do so, and I would feel they were within their rights to do so, but that does not change the fact that I believe many of the problems are a result of the underlying structure of the game. It's also worth mentioning that not every adventuring party is of good intent. Depending upon the general moral outlook of the party, it may be a boon to their efforts to have one of their number inflicted with lycanthropy. There certainly is precedence for this in both D&D and Pathfinder. According to several published adventures, wererats can work together as thieves and rogues without becoming bloodthirsty savages. [/QUOTE]
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