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Lycanthropes in the MM
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<blockquote data-quote="Redwizard007" data-source="post: 9583484" data-attributes="member: 7024098"><p>There are some great ideas floating around here. FWIW, I think I will be treating werewolves, and the other traditionally resistant to harm monsters, as having fast healing equal to 1/4 their max HP, and probably increasing their HP total (at least for bosses.) Any round they are hit by <special substance> prevents any healing, and reduces their max HP by the amount of damage taken (until a long rest/full moon/narrative device.) Magic sources of damage do not prevent this healing, or reduce the HP total. A final strike must be made with <special substance> to ensure the monster actually dies, otherwise they rise again to continue the fight (though that last part will just be applied as thematically appropriate.)</p><p></p><p>Relative to these modified Lycanthropes, blaster casters, and unprepared martials get a nerf, but not so badly that a level 10 party is losing to wererats. Control spells/abilities are still strong choices, and a prepared party could even play the attrition game with were-creatures. A poorly prepared party, on the other hand, could still find ways to nullify the threat, at least briefly, but they will be paying a heavy cost to do so. </p><p>[SPOILER="Kind of graphic example of how..."]</p><p>I have this horrible image in my head of two mostly-defeated werewolves under a modified teeter-totter, being repeatedly bludgeoned unconscious, while one PC scrambles to the nearest silversmith, and another runs to the nearest temple, but my players will certainly come up with something far worse.</p><p></p><p>I guess the new rules would prevent that kind of thing, but if I'm using werewolves, we are probably into borderline horror content anyway.</p><p>[/SPOILER]</p><p></p><p>The bigger issue, from my perspective is this. If lycanthropy is essentially a PC death, DMs are going to look like absolute jerks if they introduce were-stuff without the party having ready access to Remove Curse, but for the curse to matter we have to make it more than a minor inconvenience that takes a spell slot, or some gold, to recover from. Where is the middle ground? Is that what the "drops to 0 HP" is supposed to accomplish? Was the "under DM's control" bit only supposed to last until the now-monster's next long rest? What if the PCs kill the cursed PC? Can they use Revivify, and if so, is the curse still active? There are loads of questions that I have, and I haven't gotten the new MM yet to see if there are any answers.</p></blockquote><p></p>
[QUOTE="Redwizard007, post: 9583484, member: 7024098"] There are some great ideas floating around here. FWIW, I think I will be treating werewolves, and the other traditionally resistant to harm monsters, as having fast healing equal to 1/4 their max HP, and probably increasing their HP total (at least for bosses.) Any round they are hit by <special substance> prevents any healing, and reduces their max HP by the amount of damage taken (until a long rest/full moon/narrative device.) Magic sources of damage do not prevent this healing, or reduce the HP total. A final strike must be made with <special substance> to ensure the monster actually dies, otherwise they rise again to continue the fight (though that last part will just be applied as thematically appropriate.) Relative to these modified Lycanthropes, blaster casters, and unprepared martials get a nerf, but not so badly that a level 10 party is losing to wererats. Control spells/abilities are still strong choices, and a prepared party could even play the attrition game with were-creatures. A poorly prepared party, on the other hand, could still find ways to nullify the threat, at least briefly, but they will be paying a heavy cost to do so. [SPOILER="Kind of graphic example of how..."] I have this horrible image in my head of two mostly-defeated werewolves under a modified teeter-totter, being repeatedly bludgeoned unconscious, while one PC scrambles to the nearest silversmith, and another runs to the nearest temple, but my players will certainly come up with something far worse. I guess the new rules would prevent that kind of thing, but if I'm using werewolves, we are probably into borderline horror content anyway. [/SPOILER] The bigger issue, from my perspective is this. If lycanthropy is essentially a PC death, DMs are going to look like absolute jerks if they introduce were-stuff without the party having ready access to Remove Curse, but for the curse to matter we have to make it more than a minor inconvenience that takes a spell slot, or some gold, to recover from. Where is the middle ground? Is that what the "drops to 0 HP" is supposed to accomplish? Was the "under DM's control" bit only supposed to last until the now-monster's next long rest? What if the PCs kill the cursed PC? Can they use Revivify, and if so, is the curse still active? There are loads of questions that I have, and I haven't gotten the new MM yet to see if there are any answers. [/QUOTE]
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