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<blockquote data-quote="Magil" data-source="post: 6036441" data-attributes="member: 6672353"><p>The problem I have with this is I can't imagine it being in the default rules, and therefore I cannot have permanent energy drain as a part of the default rules either. Having to leap through hurdles to cast your spells isn't fun and it's bothersome to new players. I see preparing slots and the resource management involved already frankly stifling enough, I wouldn't enjoy even MORE restrictions on spell casting, and they absolutely shouldn't be default.</p><p></p><p>Interestingly, 4th edition's answer to <em>restoration</em> was at least somewhat risky, in the <em>remove affliction</em> ritual--it would always damage the target if your Heal check was quite low. It's actually somewhat similar to what you said about <em>restoration</em> not being guaranteed. In fact casting <em>remove affliction</em> could kill the target, but in practice it wouldn't if the caster had a decent Heal check. I'm not sure if that's a good direction to take it, but it'd be a lot less bothersome than having to invoke the DM's personal judgment. </p><p></p><p>I can't say I'm satisfied with your proposed answer to the problem, as I think we should keep things simple for the Core rules. And while a permanent energy drain in and of itself isn't that complicated, the fallout certainly can cause complications, and so I do not believe it should be something they should have in the core game. And I definitely do not believe that a wight simply hitting you with an attack roll should cause such dreadful fallout--in the rules I like, you need to get unlucky/screw up at least a couple of times before you're stuck with a long-lasting affliction. And it should always be treatable in some way, and perhaps tax party resources, but not their enjoyment of the game.</p></blockquote><p></p>
[QUOTE="Magil, post: 6036441, member: 6672353"] The problem I have with this is I can't imagine it being in the default rules, and therefore I cannot have permanent energy drain as a part of the default rules either. Having to leap through hurdles to cast your spells isn't fun and it's bothersome to new players. I see preparing slots and the resource management involved already frankly stifling enough, I wouldn't enjoy even MORE restrictions on spell casting, and they absolutely shouldn't be default. Interestingly, 4th edition's answer to [i]restoration[/i] was at least somewhat risky, in the [i]remove affliction[/i] ritual--it would always damage the target if your Heal check was quite low. It's actually somewhat similar to what you said about [i]restoration[/i] not being guaranteed. In fact casting [i]remove affliction[/i] could kill the target, but in practice it wouldn't if the caster had a decent Heal check. I'm not sure if that's a good direction to take it, but it'd be a lot less bothersome than having to invoke the DM's personal judgment. I can't say I'm satisfied with your proposed answer to the problem, as I think we should keep things simple for the Core rules. And while a permanent energy drain in and of itself isn't that complicated, the fallout certainly can cause complications, and so I do not believe it should be something they should have in the core game. And I definitely do not believe that a wight simply hitting you with an attack roll should cause such dreadful fallout--in the rules I like, you need to get unlucky/screw up at least a couple of times before you're stuck with a long-lasting affliction. And it should always be treatable in some way, and perhaps tax party resources, but not their enjoyment of the game. [/QUOTE]
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