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The fear of the Wight is the beginning of wisdom
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<blockquote data-quote="nnms" data-source="post: 5499600" data-attributes="member: 83293"><p>The Wight used to be a ridiculously powerful monster with it's immunity to normal weapons and the energy drain attack. It was horrendous to come across a Wight in a dungeon at lower levels.</p><p></p><p>Wights can still be pretty impressive if you use them against PCs two levels lower than them. And in some cases healing surge drain can be pretty terrible. But generally speaking, a Wight is not the creature of pure terror it was in AD&D or BECMI.</p><p></p><p>I'm already planning on running a future campaign with a house rules that limits HPs and Healing Surges restored at each extended rest, so that makes healing surge drains even more deadly.</p><p></p><p>My idea for making a Wight even scarier is directly against some of the game assumptions of 4E and will only be scary in certain party makeups. One assumption I'm slowly tossing aside is the "tactical encounter" as the framework for combat. So what would make a single Wight even more scary to fight, even all by itself, where you already only get back 1-3 healing surges a day from resting?</p><p></p><p>Immunity: Untyped Damage</p><p></p><p>Also, pretty much any monster that is immune to non-magic/non-silver weapons in BECMI would get that same trait.</p><p></p><p>Even in a tactical encounter, fighters, rogues, etc., without a means of switching weapon damage would need other targets. So I probably wouldn't make an encounter of all monsters like this unless the party has sources of untyped damage. Although... I wonder how many fights against such monsters it would take for a party to go back to town and get some alchemical fire and holy water.</p></blockquote><p></p>
[QUOTE="nnms, post: 5499600, member: 83293"] The Wight used to be a ridiculously powerful monster with it's immunity to normal weapons and the energy drain attack. It was horrendous to come across a Wight in a dungeon at lower levels. Wights can still be pretty impressive if you use them against PCs two levels lower than them. And in some cases healing surge drain can be pretty terrible. But generally speaking, a Wight is not the creature of pure terror it was in AD&D or BECMI. I'm already planning on running a future campaign with a house rules that limits HPs and Healing Surges restored at each extended rest, so that makes healing surge drains even more deadly. My idea for making a Wight even scarier is directly against some of the game assumptions of 4E and will only be scary in certain party makeups. One assumption I'm slowly tossing aside is the "tactical encounter" as the framework for combat. So what would make a single Wight even more scary to fight, even all by itself, where you already only get back 1-3 healing surges a day from resting? Immunity: Untyped Damage Also, pretty much any monster that is immune to non-magic/non-silver weapons in BECMI would get that same trait. Even in a tactical encounter, fighters, rogues, etc., without a means of switching weapon damage would need other targets. So I probably wouldn't make an encounter of all monsters like this unless the party has sources of untyped damage. Although... I wonder how many fights against such monsters it would take for a party to go back to town and get some alchemical fire and holy water. [/QUOTE]
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The fear of the Wight is the beginning of wisdom
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