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<blockquote data-quote="mlund" data-source="post: 6036836" data-attributes="member: 50304"><p>I'm definitely a fan of the "so evil he became undead" monsters spawning lesser undead from their victims, rather than copying themselves. It's more consistent.</p><p></p><p>I do think there needs to be some sort of penalty from suffering Energy Drain other than just less Max HP. You should be worse on offense and defense when you are drained, and just losing some Max HP doesn't cut it. Disadvantage on everything or the 4E Weakened condition would be overkill. I'm thinking something like a -2 penalty to all attributes while you suffer from one or more Energy Drain effects would be a sufficient enough stigma that players would want to shake it ASAP.</p><p></p><p>Energy Drain removal needs a dial. I think "everything disappears with an extended rest," or even "everything disappears with a short rest" can be settings on that dial, but not the default setting in CORE. I think "at the end of an extended rest a character removes one Energy Drain effect of the player's choice," would be a good place to default it to. </p><p></p><p>Personally, I'd want to use a "Remove one per extended rest taken with the benefit for purification effects," setting in any game I played in. I don't care if those effects are alchemy, witchcraft, arcane magic, divine magic, or natural magic. I don't care if the application is active (e.x. rituals) or passive (e.x. being on consecrated ground).</p><p></p><p>I could totally see the dial going up to settings like, "Must be removed by magic ritual," or "Must be removed by high-level ritual requiring multiple participants," or "Requires burning the offending undead to ashes and using those ashes in a crazy ritual with a druid, the local high priest of pelor, and a halfling Certified Public Accountant."</p><p></p><p>- Marty Lund</p></blockquote><p></p>
[QUOTE="mlund, post: 6036836, member: 50304"] I'm definitely a fan of the "so evil he became undead" monsters spawning lesser undead from their victims, rather than copying themselves. It's more consistent. I do think there needs to be some sort of penalty from suffering Energy Drain other than just less Max HP. You should be worse on offense and defense when you are drained, and just losing some Max HP doesn't cut it. Disadvantage on everything or the 4E Weakened condition would be overkill. I'm thinking something like a -2 penalty to all attributes while you suffer from one or more Energy Drain effects would be a sufficient enough stigma that players would want to shake it ASAP. Energy Drain removal needs a dial. I think "everything disappears with an extended rest," or even "everything disappears with a short rest" can be settings on that dial, but not the default setting in CORE. I think "at the end of an extended rest a character removes one Energy Drain effect of the player's choice," would be a good place to default it to. Personally, I'd want to use a "Remove one per extended rest taken with the benefit for purification effects," setting in any game I played in. I don't care if those effects are alchemy, witchcraft, arcane magic, divine magic, or natural magic. I don't care if the application is active (e.x. rituals) or passive (e.x. being on consecrated ground). I could totally see the dial going up to settings like, "Must be removed by magic ritual," or "Must be removed by high-level ritual requiring multiple participants," or "Requires burning the offending undead to ashes and using those ashes in a crazy ritual with a druid, the local high priest of pelor, and a halfling Certified Public Accountant." - Marty Lund [/QUOTE]
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