Brother MacLaren
Explorer
I don't recall there being any energy drain -- we knew from the beginning that undead were not a major factor in this world, that being one reason I went with druid rather than cleric. (The other reason being that the DM went back to the "blunt weapons only" rule.) I do recall ability damage (from stirges) being treated with Lesser Restoration and rest. My druid always kept a Death Ward spell ready just in case we ran into undead. At high levels, the druid can summon a celestial charger unicorn, which has Restoration.MerricB said:You can be very, very effective with non-standard parties. However...
...what happened when you hit Energy Drain?
...what happened when you hit Ability Drain?
The latter managed to complete muck up a party I ran on the Island of Dread. They got Con drained, and had no access to restoration - the one spell of the cleric that other classes need, and only Very High Level Paladins have it. Watching a 12th level character wander around with 15 hp was amusing.
Cheers!
Permanent ability drain normally has a save, right? Our group has typically had pretty good saves due to multiclassing and Craft Wondrous Item.
But, yes, we've had to burn Heal spells to remove blindness, and other inconveniences. Curses were a problem until we got Song of Freedom. That's part of the fun in my opinion -- we don't have the perfect tools for every job, but we muddle through.
I think in our case, with experienced gamers, we enjoy not being locked into roles. The druid and the bard probably have the most options, but all of the PCs have found innovative ways to contribute beyond their normal roles. My druid can be a tank (wildshape), leader (buff spells and healing), striker (direct damage spells), or controller (summons and walls). I really enjoy that flexibility. The bard is pretty similar. And we don't mind sitting back while one person gets to shine -- we all had a great time watching the arcane trickster pull off a body-hopping infiltration-slaughterfest with Magic Jar.
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