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<blockquote data-quote="Remathilis" data-source="post: 6037794" data-attributes="member: 7635"><p>The problem is D&D doesn't have a way of measuring "life force". It could be hp, but that doesn't make it all that scary, since orcs and goblins can take hp as well. Capping your max hp is mildly better, but can be a real PITA to track (you know there will be some player who erases his hp total and lowers it and then doesn't remember what his original hp was when he rests). </p><p></p><p>Energy drain (as well as few similar effects, like blood drain) have a few options.</p><p>1.) Drain Levels. Classic, but hard to track and requires a lot of work. Plus, I really don't like reducing XP scores and its hard to justify the effect in game (a vampire hit me, now I can't remember how to use a sword as good). OTOH, nothing scares the bejeebus out of a PC than watching his XP disappear.</p><p>2.) Con (or other ability score). 3e did this, and it worked okay. Easier to explain (sapping your mind or body) but equally PITA to track as your ability mod begins to circle the drain.</p><p>3.) Some "permanent" penalty. 3e level drain imposed a modest penalty (-1 to d20 rolls and -5 hp) that a PC could "save" and clear past (after 24 hours) or else use magic to dispel. "Real" level loss was so rare that I don't think I saw a PC fail that save. Still, a permanent, stacking penalty to d20 rolls until either a save OR magic might still be a good way to go. BFRPG did this instead of level drain in it, and I think it works nicely. Other alternatives is a negative status like weakness permanent until rested/magically removed.</p><p>4.) Save or No: I'd be more inclined to make the punishment severe is there is an initial save. This is especially true if the effect is permanent until removed. </p><p>5.) What I don't want: Energy Drain just doing "necrotic" damage or imposing a short-term (end of combat) penalty. Make undead scary, but not a bookkeeping nightmare.</p></blockquote><p></p>
[QUOTE="Remathilis, post: 6037794, member: 7635"] The problem is D&D doesn't have a way of measuring "life force". It could be hp, but that doesn't make it all that scary, since orcs and goblins can take hp as well. Capping your max hp is mildly better, but can be a real PITA to track (you know there will be some player who erases his hp total and lowers it and then doesn't remember what his original hp was when he rests). Energy drain (as well as few similar effects, like blood drain) have a few options. 1.) Drain Levels. Classic, but hard to track and requires a lot of work. Plus, I really don't like reducing XP scores and its hard to justify the effect in game (a vampire hit me, now I can't remember how to use a sword as good). OTOH, nothing scares the bejeebus out of a PC than watching his XP disappear. 2.) Con (or other ability score). 3e did this, and it worked okay. Easier to explain (sapping your mind or body) but equally PITA to track as your ability mod begins to circle the drain. 3.) Some "permanent" penalty. 3e level drain imposed a modest penalty (-1 to d20 rolls and -5 hp) that a PC could "save" and clear past (after 24 hours) or else use magic to dispel. "Real" level loss was so rare that I don't think I saw a PC fail that save. Still, a permanent, stacking penalty to d20 rolls until either a save OR magic might still be a good way to go. BFRPG did this instead of level drain in it, and I think it works nicely. Other alternatives is a negative status like weakness permanent until rested/magically removed. 4.) Save or No: I'd be more inclined to make the punishment severe is there is an initial save. This is especially true if the effect is permanent until removed. 5.) What I don't want: Energy Drain just doing "necrotic" damage or imposing a short-term (end of combat) penalty. Make undead scary, but not a bookkeeping nightmare. [/QUOTE]
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