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<blockquote data-quote="jgsugden" data-source="post: 6785299" data-attributes="member: 2629"><p>I think the written rules handle the situation fairly well. You get a 15 dexterity, nice immunities and a fwe other abilities. Then you get to decide whether to give in or fight the lycanthropy. If you give in, you become lawful evil and gain slow control over the abilities. if you fight, you retain your alignment but lose control when the moon is against you. Until you're cured, you'll be a pretty powerful little PC with those immunities... </p><p></p><p>But, the DM is free to, and absolutely should, mess with you. The DM can assume control of the PC to make them follow their animalistic desires. This might be subtle, like having the PC unconciously do things a rat might do (try to steal food - possibly just finding the food in their bags later if they manage to succeed stealthily), or it might be more overt, like rolling an attack for the PC against a weakened ally and then telling the player that their bloodlust took over and they attacked the ally. </p><p></p><p>The key here: It is a CURSE. It should not be an advantage. Whether the PC is good and is resisting the lycanthropy or is evil and gives into the lycanthropy, the DM gets the ability to assume control and make the PC act like an animal would - and animals do not do the things that adventurers do. This is how you make the PCs lament their fate.</p><p></p><p>Maybe the PC will kill innocents while under the control of the lycanthropy. Maybe they'll flee from battle. Maybe they'll panic in water. Maybe they'll steal. Regardless, the DM's job is to make the CURSE a horror story and make them suffer the CURSE until they can be cleansed of it. The Role Playing disadvantages are meant to counter the mechanical benefits.</p></blockquote><p></p>
[QUOTE="jgsugden, post: 6785299, member: 2629"] I think the written rules handle the situation fairly well. You get a 15 dexterity, nice immunities and a fwe other abilities. Then you get to decide whether to give in or fight the lycanthropy. If you give in, you become lawful evil and gain slow control over the abilities. if you fight, you retain your alignment but lose control when the moon is against you. Until you're cured, you'll be a pretty powerful little PC with those immunities... But, the DM is free to, and absolutely should, mess with you. The DM can assume control of the PC to make them follow their animalistic desires. This might be subtle, like having the PC unconciously do things a rat might do (try to steal food - possibly just finding the food in their bags later if they manage to succeed stealthily), or it might be more overt, like rolling an attack for the PC against a weakened ally and then telling the player that their bloodlust took over and they attacked the ally. The key here: It is a CURSE. It should not be an advantage. Whether the PC is good and is resisting the lycanthropy or is evil and gives into the lycanthropy, the DM gets the ability to assume control and make the PC act like an animal would - and animals do not do the things that adventurers do. This is how you make the PCs lament their fate. Maybe the PC will kill innocents while under the control of the lycanthropy. Maybe they'll flee from battle. Maybe they'll panic in water. Maybe they'll steal. Regardless, the DM's job is to make the CURSE a horror story and make them suffer the CURSE until they can be cleansed of it. The Role Playing disadvantages are meant to counter the mechanical benefits. [/QUOTE]
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