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<blockquote data-quote="Skarnkai" data-source="post: 4691271" data-attributes="member: 163"><p>Hello, I apologize if I am late to add some suggestions, or if I repeat something from earlier (I just skimmed the thread). Here are some ideas I had:</p><p></p><p>On level drain - In 1e you you Life Energy Levels (aka Levels) this is what undead stole from you essentially. This of course invokes fear and consternation like no other from players (due to negative progress even if they manage to defeat a foe, even the lowly wight). I think I saw on dragonsfoot an alternate method. When a creature inflicts a negative level, instead of losing XP, they gain a negative level (-1 to all rolls). If they are hit with negative levels = their character level (or name level as a option if higher), they immediately die and rise as the undead that killed them. Thus the ability is still fearsome. These levels may be permanent or treatable based on the gritty factor of a given campaign. </p><p></p><p>on race and HD. When I was working on a 1-4th edition hybrid, I got the idea of a racial HD, based on size (somewhat based on the monstrous races in 2e skill & powers, that gained a certain amount of bonus HP at 1st). This would stack with class HD giving a bit more survivability at 1st level as desired. This base HD would also be for non-classed members of that race (dwarves would be hardier than their size would indicate). d6 would be average, d4 for halflings and gnomes, d8 for half orcs or half ogres (maybe if you play with half-orcs being larger, otherwise not)</p><p></p><p>On magic items - I liked the Spells and Magic version of this honestly. Need a laboratory and components, possibly libraries and mystical forges as well. Simple things like potions and scrolls (and some alchemical type magic items, universal solvent and the like, dusts etc) might be buyable or their components at least (use the spell components as a guide perhaps?), but more permanent items require much more substantial things to be quested for. These may be subcontracted in a way to other NPCs (aka quest giving), which may limit the item they are able to make (aka why every 15th level wizard just doesn't jump to +6 Defenders or whathaveyou.)</p><p></p><p>Hope it helps a bit.</p></blockquote><p></p>
[QUOTE="Skarnkai, post: 4691271, member: 163"] Hello, I apologize if I am late to add some suggestions, or if I repeat something from earlier (I just skimmed the thread). Here are some ideas I had: On level drain - In 1e you you Life Energy Levels (aka Levels) this is what undead stole from you essentially. This of course invokes fear and consternation like no other from players (due to negative progress even if they manage to defeat a foe, even the lowly wight). I think I saw on dragonsfoot an alternate method. When a creature inflicts a negative level, instead of losing XP, they gain a negative level (-1 to all rolls). If they are hit with negative levels = their character level (or name level as a option if higher), they immediately die and rise as the undead that killed them. Thus the ability is still fearsome. These levels may be permanent or treatable based on the gritty factor of a given campaign. on race and HD. When I was working on a 1-4th edition hybrid, I got the idea of a racial HD, based on size (somewhat based on the monstrous races in 2e skill & powers, that gained a certain amount of bonus HP at 1st). This would stack with class HD giving a bit more survivability at 1st level as desired. This base HD would also be for non-classed members of that race (dwarves would be hardier than their size would indicate). d6 would be average, d4 for halflings and gnomes, d8 for half orcs or half ogres (maybe if you play with half-orcs being larger, otherwise not) On magic items - I liked the Spells and Magic version of this honestly. Need a laboratory and components, possibly libraries and mystical forges as well. Simple things like potions and scrolls (and some alchemical type magic items, universal solvent and the like, dusts etc) might be buyable or their components at least (use the spell components as a guide perhaps?), but more permanent items require much more substantial things to be quested for. These may be subcontracted in a way to other NPCs (aka quest giving), which may limit the item they are able to make (aka why every 15th level wizard just doesn't jump to +6 Defenders or whathaveyou.) Hope it helps a bit. [/QUOTE]
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