Sammael
Adventurer
Energy drain in previous editions meant one of two things:
1) The DM wanted to severely weaken or kill the players and show them who's the boss
2) The DM wanted to relieve the party of some cash by having them go to a church to have their levels restored
Neither of the above options is a sign of particularly good game design. I know that I tended to avoid energy-draining monsters as a DM because of the huge bookkeeping nightmares associated with the application of negative levels and ability drain.
In my own revision of D&D, I also got rid of ability/energy drain and instead turned the two into penalties that (eventually) go away. However, if a character allows the accumulated penalties to drive the attributes to a certain treshhold (-10), the effects are severe:
(Please note that I got rid of the ability score/ability modifier dualism in my games; there are only attributes, which are the same as former ability modifiers, and the game has been restructured to eliminate all references to ability scores. For instance, an allip's touch in my game causes a cumulative -1 Wisdom penalty)
1) The DM wanted to severely weaken or kill the players and show them who's the boss
2) The DM wanted to relieve the party of some cash by having them go to a church to have their levels restored
Neither of the above options is a sign of particularly good game design. I know that I tended to avoid energy-draining monsters as a DM because of the huge bookkeeping nightmares associated with the application of negative levels and ability drain.
In my own revision of D&D, I also got rid of ability/energy drain and instead turned the two into penalties that (eventually) go away. However, if a character allows the accumulated penalties to drive the attributes to a certain treshhold (-10), the effects are severe:
Certain effects (such as poison) impose attribute penalties, which are usually cumulative. These penalties are temporary, and each day of rest reduces all attribute penalties by 1. However, if the attribute ever reaches -10, the creature is effectively no longer able to use the attribute, which can have extremely adverse effects.
If the Strength attribute reaches -10, the creature can no longer support its own weight and it collapses in a heap of broken bones and torn tissue. It is still alive and can take purely mental actions (although it suffers agonizing pain).
If the Dexterity attribute reaches -10, the creature becomes paralyzed and unable to move. It is still alive and can take purely mental actions.
If the Constitution attribute reaches -10, the creature's body ceases functioning and the creature dies.
If the Intelligence attribute reaches -10, the creature's somatic nervous system ceases functioning and the creature becomes mindless.
If the Wisdom attribute reaches -10, the creature's autonomic nervous system ceases functioning and the creature dies.
If the Charisma attribute reaches -10, the creature loses all sense of self and can no longer make even the simplest decisions on its own. It will remain in the same position until it collapses from exhaustion or directed to take some action.
(Please note that I got rid of the ability score/ability modifier dualism in my games; there are only attributes, which are the same as former ability modifiers, and the game has been restructured to eliminate all references to ability scores. For instance, an allip's touch in my game causes a cumulative -1 Wisdom penalty)