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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Why I hate the Hydra: —and other dumbed down 4E monsters—
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<blockquote data-quote="Blackeagle" data-source="post: 4264775" data-attributes="member: 41120"><p>Maybe you're just the only one who needs stat blocks to interact with NPCs outside of combat. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> </p><p></p><p></p><p></p><p></p><p>I think a lot of this depends on what you want your werewolves to be like. Based on your description above (and that really does sound like an interesting campaign) you seem to be going heavily into the whole "transform into a wild beast" angle on werewolves, where transforming has a big effect on both mind and body. This definitely emphasizes the "curse" aspects of lycanthropy. If the wolf form is much stronger and more bestial than the human, then two stat blocks make sense.</p><p></p><p>On the other hand, I'm thinking of lycanthropy as something more like: Shapechange (furry). The transformation really doesn't affect the mind and all, and the physical changes are limited to things like adding fur and big teeth, rather than massive increases in strength. This certainly doesn't emphasize the cursed aspect, but I think this fits better with natural lycanthropes (going all natural was something I was considering even before hearing about the changes in the 4e MM). </p><p></p><p>If the differences between the forms are fairly small, I think it's a lot easier to just note which abilities are usable in which forms than to have three (mostly identical) stat blocks. Right now I'm thinking that werewolves won't get regeneration in human form, in hybrid form they gain regeneration and a bite attack, and in wolf form they loose the ability to use weapons but gain a boost to speed. Easy to run with one stat block, but still provides advantages and disadvantages to each form.</p><p></p><p></p><p></p><p>Yep.</p></blockquote><p></p>
[QUOTE="Blackeagle, post: 4264775, member: 41120"] Maybe you're just the only one who needs stat blocks to interact with NPCs outside of combat. ;) I think a lot of this depends on what you want your werewolves to be like. Based on your description above (and that really does sound like an interesting campaign) you seem to be going heavily into the whole "transform into a wild beast" angle on werewolves, where transforming has a big effect on both mind and body. This definitely emphasizes the "curse" aspects of lycanthropy. If the wolf form is much stronger and more bestial than the human, then two stat blocks make sense. On the other hand, I'm thinking of lycanthropy as something more like: Shapechange (furry). The transformation really doesn't affect the mind and all, and the physical changes are limited to things like adding fur and big teeth, rather than massive increases in strength. This certainly doesn't emphasize the cursed aspect, but I think this fits better with natural lycanthropes (going all natural was something I was considering even before hearing about the changes in the 4e MM). If the differences between the forms are fairly small, I think it's a lot easier to just note which abilities are usable in which forms than to have three (mostly identical) stat blocks. Right now I'm thinking that werewolves won't get regeneration in human form, in hybrid form they gain regeneration and a bite attack, and in wolf form they loose the ability to use weapons but gain a boost to speed. Easy to run with one stat block, but still provides advantages and disadvantages to each form. Yep. [/QUOTE]
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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Why I hate the Hydra: —and other dumbed down 4E monsters—
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