From: jstevens@linda.carleton.ca (Jonathan Stevenson)
Subject: Re: Kind of a compilation of level-draining ideas
Organization: Carleton University
Distribution: na
Date: Tue, 1 Sep 1992 15:34:38 GMT

In <67372@hydra.gatech.EDU> ccoprdj@prism.gatech.EDU (Jorge Diaz) writes:


>OK, some people think that draining a level (or two) on every hit is
>ridiculous.  Others argue that it makes more sense to drain hit points
>or abilities permanently.  Others say that it should be any one of the
>above, but only temporarily.  Still others think you should get a saving
>throw before you get drained....

>OK, the ideas proposed and why *I* don't like them:

>Drain a level or two with every hit (the TSR plan).
>	This idea is find and dandy as long as you don't get into fights
>	with many undead.  If you are in a graveyard or something with
>	lots of undead, a LUCKY HIT can ruin several weeks (or more) of
>	real time playing.  In two words:  THIS SUCKS.

>	But it's effective.  Nothing is as terrifying as losing levels,
>	and that's what undead are supposed to be.

(Others deleted)

>I know this has been suggested before.  But the problem was that people
>said "An XP draining undead who drains 10,000 XPs per hit (which is about
>what an undead would do when he hits a 5+ level character) would totally
>eliminate lower level characters.

>This is true.  So, we make the number of XPs drained a variable, based on
>the Hit Dice of the undead.  Wights and wraiths (the weakest drainers)
>would only drain 1000-5000 XPs per hit.  Vampires could drain as many as
>100,000 or more per hit.


In my campaigns, UNDEAD drain levels, and hence they seem to be the
only monster that TRULY strikes terror into the hearts of the players,
which is great from the DM's perspective, and makes them great
vehicles for "humbling" some party (or party member) that appears to
be getting too cocky.  It also creates a neat explaination for how
some kinds of undead proliferate (like Vampires), namely the draining
of a person's life energy (i.e. Level) to sub-zero.  However, I like
Jorge's idea of instead having X number of XPs drained instead, and I
may try to incorporate it into my campaign.  I (personally) would not
allow a saving throw; the UNDEAD afterall don't get a SAVING THROW
versus the PRIEST turning ability.

As for the precise amount of XPs to drain, this would have to be
worked out for each DMs preference.  I would suggest approximately
2000 xp per hit hie, to put the UNDEAD on more or less the same XP
scale as a typical "JOE" fighter type (here I'm using 2nd Ed. Rules).
This would give a SLIGHT advantage to more specialized/magical classes
(esp. Wizards and Priests) but could be "explained" as having
something to do with the fact that these classes "play" with
positive/negative energies on a regular basis as part of their
"calling".

Anyways, just some random thoughts to entertain you.


Cheers,

The Humble Diety


-- 
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    JJ DDDD   SSSS     Jonathan D Stevenson                     
    JJ D  DD SS  SS    Dept. of Aero & Mech. Engineering     
    JJ D  DD  SS       Carleton University (Ottawa, Canada) 
    JJ D  DD    SS 
JJ  JJ D  DD SS  SS    E-Mail: jstevens@ccs.carleton.ca        
 JJJJ  DDDD   SSSS          

"My hovercraft is full of eels"

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