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*Pathfinder & Starfinder
Replacing regeneration?
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<blockquote data-quote="Crazy Jerome" data-source="post: 5725470" data-attributes="member: 54877"><p>I also like the save against everything option, absent silver, especially for the effect on death saves. A lycanthrope put through the wringer, but with no silver involved, keeps making all death saves and not dying, until it eventually rolls a 20 and pops up (potentially after the party has left it for dead). In one neat mechanic, this gives a suitable effect during combat, that will be felt, and also explains why the lycanthropes are "unkillable" by mundane damage.</p><p> </p><p>If that option is used, however, I would allow very little silver to remove the effect when applied to a "dying" creature. For example, if a party with no silver weapons beats a werewolf down into the negatives, makes their monster knowledge check, and has some silver coins, I'd allow the force feeding of that silver coin (or powered silver into the wounds, or really anything like it) to negate the effect. Then the werewolf can probably fail death saves and die, but might still roll a 20 and survive to limp off, if not watched. In turn, once the party knows about it, that could be an interesting decision when the party wanted to flee the area immediately, but also wanted to make sure the lycanthropes stayed down.</p><p> </p><p>I really like that. <img src="http://www.enworld.org/forum/images/smilies/devil.png" class="smilie" loading="lazy" alt=":devil:" title="Devil :devil:" data-shortname=":devil:" /></p><p> </p><p>I like daze as the vulnerable condition. If that is too strong, then a -2 to speed, save ends, could work. Quick, hit all the werewolves with silver and then run for it!</p></blockquote><p></p>
[QUOTE="Crazy Jerome, post: 5725470, member: 54877"] I also like the save against everything option, absent silver, especially for the effect on death saves. A lycanthrope put through the wringer, but with no silver involved, keeps making all death saves and not dying, until it eventually rolls a 20 and pops up (potentially after the party has left it for dead). In one neat mechanic, this gives a suitable effect during combat, that will be felt, and also explains why the lycanthropes are "unkillable" by mundane damage. If that option is used, however, I would allow very little silver to remove the effect when applied to a "dying" creature. For example, if a party with no silver weapons beats a werewolf down into the negatives, makes their monster knowledge check, and has some silver coins, I'd allow the force feeding of that silver coin (or powered silver into the wounds, or really anything like it) to negate the effect. Then the werewolf can probably fail death saves and die, but might still roll a 20 and survive to limp off, if not watched. In turn, once the party knows about it, that could be an interesting decision when the party wanted to flee the area immediately, but also wanted to make sure the lycanthropes stayed down. I really like that. :devil: I like daze as the vulnerable condition. If that is too strong, then a -2 to speed, save ends, could work. Quick, hit all the werewolves with silver and then run for it! [/QUOTE]
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Replacing regeneration?
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