Showing posts with label monsters. Show all posts
Showing posts with label monsters. Show all posts

Gothic Earth Session 7: Welcome to Belalp

After a long delay, we finally got together and played again, and to get back on schedule we'll be playing again in 2 weeks, thankfully I have very little prep to do. We had a hard time focusing on the game, we had two R/L parties going on, our AD&D game, and my youngest just turned 13-years-old and we let him invite a bunch of his friends to come over for a sleep-over. This was something like our 4th annual St. Patrick's Day game? We went through a bunch of corned beef and cabbage, and we had a great turn out!

My computer took a dive, but I finally got my brand new computer! I can't tell you how many years it has been since I didn't have to make due with a hand-me-down; thankfully I was able to keep my old files this time, which is rare. I'm still in the process of getting this new laptop up and running how I like it, so please excuse the delays.

Hard at work blogging with my wifes old PC

The game! Like I said, it was really hard to stay focused; I can't tell you how many times that we had to start and stop because of interruptions or people getting side-tracked, in spite of this, we still had a very productive game. I designed this scenario in a rather modular way, and to last us at least 2 more sessions. There are some little things that I have to tweak which I wasn't happy about.

The players were very lucky with Random Encounters (RE), in the wilderness, but I had set the table too low in my haunted mine and had to improvise a lot to bring it alive. For some reason, I had failed to create a RE list for it . . . not sure why, or maybe I did and I misplaced it? I don't know, I wrote up a quick list just prior to the game; I had set the RE to 1 in 10, it really should stay at 3 in 10.

I also committed a very amateur mistake, I have a large list of NPCs which I had color coded but failed to organize in any cohesive way. Every time the players wanted to talk to somebody it took me way too long to find the proper NPC; little things like this really upset me. It was such a stupid thing to do, but one that is easily fixed, I reorganized the lists into their colors and alphabetized them so that I can find them fast without having to skim the entire two column NPC sheet, now all I have to do is print that list off and throw the other one away. It wasn't a total waste of time, though, since I did alter a few of the characters from my original design; so this one will be more accurate as well as functional. It is those little details that get you every time!

That was really just a hick-up, the thing that spooked me the most was the gaming board that I had set up; if this thing didn't work then the whole game was in question. I am glad that I had filled it in ahead of time, my biggest concern was a specific player who knows me very well and can usually spot where I hide things; he could look at a map and point directly to where the whatever is and be dead on correct, this one, in spite of being mostly filled in, has kept its secrets, which is good! That is the point of the game.

I was very impressed and happy with how the game map functioned; it was easy to grasp, easy to use, and easy to understand. It aided both myself as DM and the players. Movement is controlled by 1d6, and a table that I keep hidden behind the screen, the modifiers to movement are simple and intuitive for everybody; Days are broken into 4 turns, and follow the guidelines for RE in the DMG, each HEX = 1 abstract mile, and it is very close to the MR listed in the core rules for Mountains, but it varies to better simulate mountain conditions and environment without turning into “survival porn”, unless we want it too. Locating elements within the hex involves either a passive check, or the players can invoke an improved check, but nothing is guaranteed. I really like it! It slows the game down just enough to FEEL like you are traveling through the mountains, yet is abstract enough to not become tedious.

I do have to change the way that my caves function; the players discovered two of them, but they always went back to the one that they originally discovered, which isn't the problem, the problem was that I had set it so that movement between the caves lasted 1d12 days, which is too long, it does nothing but eat up my calendar; besides, my original intention was a kind of warp zone, I think that I will change it to 2d12 hours, and see how that goes, but I'm not really set on that. That aspect really does need some fiddling until just the right balance is found. My RE is set too low in those sections as well, but I'm not sure what to put down there . . . I do like the concept, though. It should be faster below ground but unpredictable, I know that it is a maze of natural cave systems, which are impossible to navigate with any certainty, namely because I'm not going to map it.

In regards to story: the players explored the remote village of Belalp and uncovered some of its secrets. I helped one of the players correct her alignment, Chaotic Neutral is not an easy alignment to play, and she has constantly played somewhere between Lawful Neutral and Neutral Good, I didn't dock her any XP, and instead did it through story, the Relic of Sebaldus which they are hauling around is also unpredictable, the spirit of the Saint visited her and asked her leading questions about who she is, and through those answers we settled on LN; I always consider alignment to be more of a tool than a hard fast rule that must be obeyed; maybe if somebody is being a jerk about it I'll enforce the rule of level loss, or if it serves the scenario, but so far that has never been an issue.

The players did get a chance to use some of their NWP skills, which, honestly, we don't really utilize all that much; we tend to use them more as guidelines: How do you know this information? Because I have herbalism. This game put many of the skills that they chose to the test, which is nice and exactly what I want to happen. Too many times I just skim over elements that make some player choices pointless, such as NWP skills. While it isn't my job to make sure that these things are used, it is my job to provide opportunities to use them.

Despite the fact that we had a hard time focusing on the game, there was some fancy playing going on! I don't always make things easy, that isn't my job either, in fact, it is my duty to make things difficult. In this instance, the party really wanted to explore a haunted mine, but besides the fact that workmen said no, the Archaeologists that had been hired to investigate and debunk paranormal activity were jealously guarded because they too planned on making a profit by publishing a book about the place. I wasn't concerned with the how, I just made it difficult but the players found a way in, when trying to impress the two novice wizards with their amazing credentials didn't work, they quickly went to the next best thing, catering to their egos: Asking them for their help learning the lore of the land. It was shrewd and effective. Subtly, that is a trait of the master player. Fast too, I hadn't planned on actually letting them in yet.

They had the opportunity to make an impression upon the archaeologists, and they did it in truly heroic fashion; exposing a nightmarish and incredibly powerful creature that was hidden and getting away with murder undetected the entire time, a monster that I had hidden in many of my dungeons but had always managed to elude detection, the icky otyugh, a tough monster to fight when you have the advantage, never the less when it does. Their goal wasn't to actually go fishing with the cleric as bait, but that is exactly what happened; they just wanted to access a section of the mine that was unexplored, but the squiggly tasty cleric dangling just above the diseased and smelly water was just too much for the otyugh to resist, it went after her. The two fighters of the group have their hands full, as they are trying to haul her up before the nightmarish blob of horror could catch her, and it tried! It's tentacles barely missing her as she is helplessly being hauled up this 60' pit, they get her back up and had reduced the things attack to just one, as the other tentacle was needed to hang from the chimney above the pit; it grabbed one of the fighters before he could get a shot off, and intended to use his body as a shield, but the gunfighter was a dead-eye and was able to put a bullet into it.

2e Otyugh says he borrowed your toothbrush
The otyugh dropped the explorer, who fell into the fetid water below with a fresh bleeding wound caused by the creature's fang encrusted tentacle, and tried to nab the remaining fighter; it missed and Sam unloaded both pistols into the thing, as well as the cleric behind him. Their problems were over, but the fighter who had popped his head, screaming in disgust looked up to see this giant dead blob of filth falling towards him, he just barely got out of the way before it splashed down. Out of this misadventure, they not only found treasure of an unknown origin, it isn't roman nor medieval, it's gold coins minted with images of different vegetables? But they also became gods to these two low-level wizards who had never in their lives thought that a horror like that could actually exist. You could say that it went well, and it was all the players doing. They even role-played the disgust and terror, once the gold was hauled out of the bottom of the pit, the Explorer, stinking and covered in things that make otyugh happy was adamantly done with this place for awhile, whatever secrets were kept down here could just stay down there. He bathed and threw away his clothes and bought new ones. The players even made him do all of the nasty work; since, you know, he's already dirty; he can clean the 4000 gold pieces so that they can sneak this stuff back to their cabin. For a DM, the discussions going on was immensely entertaining. Make the DM laugh and get lots of XP, that is how you win the game!

This one goes into the books as a success. Everybody had a lot of fun, it has the players thinking while away from the table, there was joy, there were tears, and there was poop; D&D just doesn't get any better than that, does it?

System Neutral 1d100 Non-Encounters Table



I, like many of you, enjoy crafting my own Random Encounters lists, but since I don’t really enjoy Hack & Slash games, I alter them so that they are open to interpretation.  I detest having back to back combat encounters, especially random ones; so, say on game day, the party is out in the wilderness looking for a dungeon to loot, and I find that a Random Encounter happens, and the result is a bandit attack, I’ll run it, and once the combat ate a half an hour of my life, I still have to check Random Encounters 2 more times, and one of them rolls positive, and now the party is supposed to be attacked by a stray war party of orcs! Well, I won’t run it; instead I say that they come across an empty camp where the orcs had recently been, or something else to avoid the combat.

I like to keep my lists fresh, limit what monsters appear on it, and have plot points present in the R.E. Tables as well, but I have developed a Table that can be used along with your own Random Encounter Tables which I have found helps with creating that Simulation feel.

This table is best used with a dedicated playmap where the point is to explore the wilderness for the hidden lair, dungeon, or main objective of the game. It assumes that a base of some kind is also on the map which the party has to return to to replenish expendables and make preparations to explore different sections of the map.

1d100 Non-Encounters Table



01-11 Water
67-70 Edible (10% pois.)
87-88 Occup. Cabin
98-99 DM’s Choice*
12-22 Cave
71-74 minor injury
89-90 Dead wild.
00 DM’s Choice*
23-33 wild. Sign
75-78 Hazard
91-92 Wonder

34-44 Shack
79-82 Landmark
93-95 Mine

45-55 Camp
83-86 Trap
96-97 ruins
*treasure
56-66 Anim. annoy




I place a reference to this table in a Common Wilderness entry in my Random Encounter Table, so it gets used, and as you can see, it just generates quick ideas which are all open to interpretation. It simulates that X factor of luck in the wilderness.

WATER
It is typically assumed that the party has drinkable water, or that they will find it while out in the wilderness. This can mean that they find some, or it can mean that they lost theirs. It can be a canteen that is found on the road, a lake too small to appear on the map, a chance to catch fish, or bath or whatever they want to do. It is designed to simulate travel, and make it memorable. This is something that stands out when the characters think back to their journey.

CAVE
If you want, many of these things can easily be converted into quick combat scenerios, but they don’t have to be. This may be a cave, or it may be something else. It represents shelter, something to get the party out of the elements, heal their wounds, or maybe cause some new ones. It can be something that is easily investigated, a place for food or water, whatever you want to do with it.

WILD. SIGN
This is typically a hint for what is on the Wilderness Random Encounter Table, you can either roll against it, or just pick something. It can be poop, an old camp, a dead one, signs of a previous attack, it should be a hint of some kind. If the party wants to follow a trail, they can. I don’t know about you but I do put some dangerous stuff in the Very Rare sections of my Random Encounters lists, this result can set off some alarmbells and give some much needed Intel to the players. If you want to, you can even have this lead to the enemy, or to an ambush because the enemy put this trail here on purpose.

SHACK
Hunters, trappers, and whoevers build and abandon these things all the time. They can be emergency cabins, or contain some supplies. They can be places to rest for the night, or to fortify so that the party can move deeper into the wilderness. They can even be rotten and ready to cave in or infested with lice, whatever you want.

CAMP
This can be a safe camp where the party meets other explorers, or finds a lost party. It can be signs of a camp where something was left behind. Something or somebody was once here, maybe a whole lot of somethings?

ANIM. ANNOY
For the most part, we ignore the normal animals of the area, thinking of them as none issues. This entry brings these ignored nuisances to life, from mice eating the food, to a raccoon taking off with the warriors lucky dagger. This stuff isn’t nice, we can have something chew a hole in a backpack, a snake finding a nice warm nest in a PCs boot, bugs infesting everything, the point isn’t to harm the player characters, but annoy the crap out of them. Maybe a bird won’t shut up when the characters are trying to sleep, keeping them up all night so they are exhausted in the morning and suffer movement restrictions the next day? As long as it doesn’t take more than 1 hp it’s all fair game.

EDIBLE (10% Pois.)
It is assumed that the spell casters are picking up spell components, this can be quickly established, or it can be edible plants that save the party from having to eat dry rations . . . again. I’m sure that those wild mushrooms are safe! You can use the Poison percentage or ignore it. It can also be annoying like nettle or poison oak. We don’t want our Players feeling too awesome out there!

MINOR INJURY
This probably requires a Savingthrow, failure could either mean an injury or just a minor injury. This works best as an annoyance as well, maybe a simple cut gets infected, a sprained ankle, or the warrior not paying attention cuts himself while sharpening his sword. The sufferer is vulnerable, and has penalties. The best course of action is to return to the safety of base, unless a healer is present to do something about it.

HAZARD
In its purest form, this simply means that the it forces a decision, the current way is either totally blocked, or is obviously very dangerous. Maybe it is a very long, and very dubious bridge of questionable integrity? Maybe it automatically costs the party 1d4 days just to traverse this one hex? Quicksand, thin ice, something obvious which can be avoided if the party go back or change directions; it’s all up to you. While the hazard can cause death or injury, it can also cost time as well.

LANDMARK
When driving across country we always see things that stand out, but this can really work in the players favor, especially if they are lost or hopelessly lost, this can instantly change that status, or at least reveal to them that they are actually walking in circles. Players may update this on their map and travel directly their without encounters if you want to be really nice. This should typically be something that works in their favor. Perhaps even allowing them to double their movement rate for that day is enough?

TRAP
This isn’t necessarily a trap in the literal sense, it could be! But I usually use it as a hazard that is bumbled into and treat it exactly like I do a trap in a dungeon setting, however this one is natural. Maybe it results in a minor injury, maybe death? Something like quicksand can be marked on the map and used against an enemy if the players think about doing that, so update the map.

OCCUP. CABIN
Again, interpret this how you will. If your party is in trouble, maybe a Ranger lives here? Somebody or something lives here, it can be good or bad. It may not even be an actual cabin, just a glen. It is up to the party if they want to make an ally or an enemy.

DEAD WILD.
Just like we did with wild. Sign, this definitely implies something off our your list that is dead. If you have an unusual monster that is only hit by specific things, you can use this to give them a clue as to what it is. I also like to refer my wilderness chart back to my civilized chart and vice versa, this could be interpreted as a lost patrol or missing explorer. The body may be looted already, or it can have treasure. Maybe the person isn’t quite dead yet and can be saved? Or the monsters methods of killing can be exposed. This can be really really good Intel for the party.

WONDER
Just like a landmark, only better. Describe a scene of beauty and awe that is native to the terrain. This is something that will stay with the character for the rest of his days, maybe it is even divine in nature? Maybe it is something that will always be there and you can put on your map? A fairy spring where all wounds are healed? A mysterious Dwarf who sings strange songs and can permanently enchant a blade? Maybe it is just something that doesn’t involve any mechanics at all, but just stands out as special? Whatever it is, present it with a sense of mystery and wonder. This should always be positive.

MINE
Not always a mine, just a place of work within the wilderness. It could be monstrous industry, demihuman, or even human, who knows? Maybe it is a lost and abandoned mine? Maybe it is a lumber camp that was abandoned because of monsters? This once was civilized but taken back . . . or not. It can be a place for the players to trade, get information, or get themselves killed in. It could just be a trail which allows the party to move faster for a little while, it simulates finding some kind of habitat in the wilderness. It could also be something that is used by the enemy and if the players are able to take it away and shut it down then the enemy will be that much weaker for it.

RUINS
I like leaving remnants of distant and more powerful days being left behind. Be it elven, dwarvish, or some even older creature that is no more. This can be mystical in nature or it can be mundane. Perhaps it gives the players a view for miles, allowing them to fill out all of the hexs surrounding the area? Or maybe it has some spell effect going on? Maybe it turns spells wild, or magically dead? Something is here, something old and of a lost technology. Maybe it is occupied by monsters, maybe it isn’t? Maybe the great sword of yore was placed here years ago, but it is gone because the main badguy found it and that is the secret to his power? It’s your world, you tell me.

DM’S CHOICE
I use these two slots for very specific things. Perhaps there are rumors about a lost castle, but you don’t know where it is either, the only way to find it is to roll it up. This can be a map that you recycled from a published adventure, or one of your own that you rekey. It can be something weird, like an ancient ship found in a forest and the players will never know how in the world it got there. These are definite X-Factors, that are very lucky finds. I always have something with Treasure in these spots, but you don’t have to do that if you don’t want to. I always fill these spots in prior to play, and look forward to rolling them, but I rarely do.

You can scrap this whole thing and make it your own, but I have found that the less precise you get, the more you actually get out of it. Nothing is stopping you from turning a combat encounter into a none combat encounter. While this list was designed with Hex exploration in mind, it can be altered to do whatever you want it to. It should break up combat, and maybe even utilize some of those fancy skills or noneweapon proficiencies that the PCs paid slots for?

You can even use this during prep, identifying some of those hexs in advance. Do whatever you want with it, it’s yours and it is system neutral.

9298 RA1 Feast of Goblyns Adventure Review






9298 RA1 Feast of Goblyns was published in January of 1991. It was designed by Blake Mobley and features some excellent cartography by Karen Fonstad. This module was the first to be published for the Ravenloft Campaign Setting, and came with some goodies that probably should had been in the box set, namely an official Ravenloft Character Sheet that you could photocopy, and the card-stock cover was a Ravenloft DM Screen.

While this module sees good reviews, it also has some curious issues, namely the author, Blake Mobley wasn’t one of TSR’s top designers. Ravenloft designer Bruce Nesmith was a busy guy, but his Ravenloft module (9338 RA3 Touch of Death) wouldn’t be published until November. Feast of Gobyns had a lot of work to be done, and to be designated to Mobley, says something. What this something is, I have no idea. Mobley is best known for “The Complete Bard’s Handbook

The most glaring issue is Goblyns’ inconsistency, while much of it is Gothic Horror, there is a huge section that is notably not, and this thing was play-tested! It was featured and play-tested at The GEN CON®World Fair in Nov-Dec of 1990, which brings to mind more questions than answers. RA1 was clearly in development at roughly the same time as the BlackBox. According to its own description, Ravenloft was designed for short one-shot adventures, and Feast of Goblyns is huge! This is not a one-shot at all. This giant thing will take you a long time, and right out of the gate, it is impossible to play core to Ravenloft because the weird fantasy section is hack and slash. Blake didn’t have access to all of the setting rules when he wrote it. That much is clear. But what also is clear is TSR’s lack of faith in the Ravenloft product, and then they turn around and feature it at GEN CON? Was this influenced by sales? I don’t think so, The Black Box had only been in stores for a couple of months prior to GEN CON. I suspect that it was stuff like this that was driving the TSR employees absolutely crazy. The inside story of Feast of Goblyns is probably more intriguing than the module itself!

The Module: This thing is a mixed bag. It has amazing work, its influence can still be felt at my game today, and it provides information that is core to the setting and that you can’t get from any other product, and this module is absolutely terrible. I’ve never ran into a product like it.

It does a much better job of explaining how the DM can change his behavior to better run gothic horror games, this has carried over to every game that I play, as the mantra is a simple one: Describe the world as your PC’s see it.  This module was critical to me learning the art of DMing, even if I never ran the thing as written. Like many 2e era modules, this one definitely over-steps its bounds. It is one of those traps that allow players to “experience events” which increases sales but destroys a new DM’s ideas on what the game is about. If you chop it up, and just use sections for your own purposes, this is an excellent module! If you run it, or attempt to run it, it is an utter failure.

One of the greatest things that it gives you, is the map of a huge inn. This thing can be recycled over and over again, even if it is a forced perspective map (which I detest), it maps a large tavern/ inn that one would find in a large city or along the side of a major road.

Another influence that it has had on my game is the STAT Blocks, it has a great template that I still mimic today, it changes the order of the stats found in the MM so that important info is easier to find fast, yet also contains things that may come up during play, but it is kept out of the way. I am sure that this wasn’t the first time that this specific STAT format was used, but it was the first time that I had seen it. I own lots of modules, and in my opinion, the formula presented in Feast of Goblyns is the best, and the one I use to make my own NPC and monster notes so I don’t have to flip through the MM all game.

MONSTERS

What really sets Ravenloft off from the other settings is the encouragement to modify the monsters, Feast added two good ones; it added a Greater Wolfwere, maxing it out so that it is very formidable, but it also took a monster that was a very interesting choice.

Before we play Dungeons and Dragons, the Goblin is a terrifying monster of legend and lore that has survived all the way up to today, which says something. Adults may not believe in goblins, but children do! Once we play D&D we reevaluate our thinking of goblins, to us they are very minor and low level things, all of the horror has been stripped from them and to a jaded D&D club, just the mentioning of them insight groans and complaints. The D&D goblin is the lowliest of the low level monsters, so I find it interesting that that is exactly where (I presume) Blake Mobley started, which I really like. It took the weakest monster in the DM’s arsenal, and it restored it to the terrible goblins of our youth, and made it once again the nightmare that it once was. Because it gets you thinking about this, and it does a good job of it, it silently encourages the DM to look at all of the monsters in the same light. Many of the creatures that we use predate the game itself, the creators of the game gave them stats, and some of these stats were muted down to challenge low level players, they had become only mechanical things. Giving these monsters a deeper look, and to modify their stats to better reflect their legendary attributes, while considering why our ancestors feared these creatures, and then put them into their own environment, forcing your player characters to enter the world of that monster, in all of its terrible glory! That makes a monster NPC really come alive.

Unfortunately Feast of Goblyns didn’t do that. They took higher powered goblins and put them into your typical D&D goblin environment, and made them somebody else’s stoolie, changing nothing.  You’d figure by the title that they would be the centerpiece of the module, but they really aren’t, which is unfortunate. I think that Goblins were a great choice to modify. In many cases we can leave the monster stats alone and improve how we describe them, just because a monster has more hit points and an easier time hitting doesn’t make the creature scarier, it just needs to do what it has to do, and in the case of goblins, their low stats were more of a hindrance and inaccurate to start with.

SUMMARY

Actually rating this thing is tough, on one hand it is amazingly inspiring and contains great material that a DM can use for a very very long time, but as far as its function as a complete game, it falls flat on its face. I believe that much of this module was never intended for this specific product. I think that it was thrown together very quickly using material that had already been completed for other projects that had been canceled. The designer, Blake Mobley was given a pile of fantasy maps and told to make this gothic horror, and he wasn’t given a sufficient deadline to complete the project. The gothic horror stuff is excellent, and stands out. All of the good things give this product a C from me, and that is kind of sad, because it should be higher, yet because of problems, it should also be much lower.

I would recommend this to a new DM, but as a trick. It will give him many suggestions on how to run a game, but it will also prove to the DM that not all modules are even functional as is. It is best to break them apart, dissect them, and know that all modules are full of errors and not worthy of any of the trust that you want to give them. Buy a product, but steal borrow what you want from it for your own games. Feast of Goblyns really helps you develop your critical eye, there is a lot of chaff to be found among the wheat.

For advanced users, this product is awesome, just for the maps alone. Even the fantasy stuff is great if your players found some hole in the wilds and spontaneously choose to go inside. It works! It has lots of potential, and can save you lots of time in building maps that you really don’t want to, and that are interesting and unique. I still use it today! Not for its intended purpose, but I still use it.

Before closing, I do want to make one more quick comment in regards to the DM shield that comes with this product, it is designed for the original Black Box, and can also be used with the Red Box. It can be used while running the updated versions, but not all of the material will be accurate. It is nice if you are just learning the Ravenloft system, and you are a total noob, but it is so limited that I quit using it years ago in favor of the Core AD&D Screen.

I would go cheap on this one. The physical copy ($20-$30) is a nice to have, but since you’ll be ripping it apart anyway, the PDF is just as good. You don’t need the Ravenloft PC Sheets, those are just stupid, as part of the point of running a Ravenloft game is to keep your players in the dark in regards to mechanics, and the PC sheets have some right on them.


The Mechanic Series part 1: Energy Drain



In my last post I got some slack because I enjoy the AD&D rules, and strive to adhere to them as close as possible, however this doesn’t imply that I never question the game, after all, that is what DMs are expected to do. I have never played this game with blind faith alone, I never said that I did, I always recommend looking at the rules and questioning why they are there. I do suggest taking AD&D and turning it into your own personal hotrod! Like a mechanic, the DM should know what is under the hood of his rules, and how they all function. I do enjoy tweaking and meddling, if I didn’t, then I’d probably play the 3rd Edition. I enjoy the leeway that AD&D provides, and it does allow you to do stuff all on your own. What I do want is a properly balanced game; I believe that balance is what keeps AD&D functional for the long term.

There are always two sets of rules in play, the core rules and supplemental rules. One can tinker with supplemental rules and create their own, which keeps the game fresh and interesting, but when it comes to the core rules, you really have to question implications and consequences of altering it.

Supplimental rules have to comply with Core Rules, else the game falls apart, but what if you really don’t like the core rule? I’d like to lift up the hood of AD&D with you and examine what’s in there. Things that annoy lots of people and are usually house ruled, or even dramatically altered in later additions.
We’ll call it, The Mechanic Series.

 ENERGY DRAIN

I dare say that no attack is more terrifying to players than this one, instead of just taking hit points from your beloved character, this attack takes Hit Dice! Some feel that this is the most broken mechanic in the core rules.
This attack is a 9th level Wizard Spell, but primarily it is the teeth of powerful undead creatures. It has been with the game since the beginning, and it was, at one point easier to deal with, but with the advanced mechanics of AD&D, it becomes more difficult. Players may lose proficiencies, spell levels, or thief abilities, which if you let it, can take away from the excitement of a really good encounter. You don’t want to stop your exciting battle with the Vampire just so that everybody can modify their characters down two levels for every hit; the DM will have to keep track of these changes in his head until the scenario is completed, and then deal with the actual damage done on the Character Sheets.

ENERGY DRAIN ISN’T BALANCED

Players complain that they didn’t get a saving throw; however, they kind of did. This is a touch attack; the creature must make a successful attack against your armor class, so in effect the DM rolls your saving throw.

Players also may gain access to this spell themselves, once a mage can cast 9th level spells, or if they find magical treasure that casts this spell for them. But, is it really balanced? I think that it is, I’ve heard people claim that it is a fate worse than death! But here is the deal; you will eventually get all of this stuff back. It may take awhile, but you’ll do it. Some DMs have home brew rules which actually make this thing worse! Permanent Stat reduction, or permanent hit point loss is much worse in the long term than just losing a couple of HD. Personally, I find Energy Drain to be quite elegant and clean. It doesn’t require extra book keeping, and if you haven’t dealt with a death at its hands, then you just don’t know what you are missing!

I have also heard that this ability is particularly devastating during Adult games which can only be played once a month if you are lucky. It can take years to recover the XP lost in infrequent games; to this I say, have you got something better to do? This allows players to play their favorite characters longer, as once they hit 20th level, the game will fall apart and they’ve got to retire the thing anyway. Besides, a well used Energy Drain can keep players in the proverbial sweet spot longer than they normally would be.

If we take out Energy Drain, then we have fundamentally destroyed our undead, you wouldn’t take away a dragon’s breath weapon because the attack is too devastating, that is the point! And Energy Drain is the point behind using powerful undead. Where it becomes a problem is when it is abused by the DM. Any creature that uses this attack requires intent on the part of the DM; it is his job to keep this in balance. If one abuses it, or if the dice-gods are angry, it can make it impossible for the players to complete the scenario that was prepped; this will lead to total party kill, or the DM cheating in favor of the players which undermines the game.

MANAGING POWERFUL UNDEAD

Energy Drain isn’t always a bad thing for our games, but players do get frustrated, so we should give hints that a creature is capable of it. Players will modify their tactics if they know that they are going to have to deal with a vampire, this is good for the game as it is exciting to risk your character in this way, but we don’t want to constantly drop this on their heads for no real reason, powerful undead are special and should be memorable. We’ve got to respect what they bring to the table and keep them rare, and never old-hat.

If you really don’t want to drop an energy drain on your players, you can create a lesser undead who has a different attack which is comparable but not as permanent, however I have seen some strange over compensation which actually turned out worse than just using the attack itself. Permanent HP loss which can never be regenerated is one example I’ve played with; by the time that you are high level you really start to feel it. Permanent Stat Loss is bad too, and has effects which last longer than Energy Drain as well. I’ve even seen people claim that this was temporary, and would only last 2 months, meanwhile it would had only taken a couple of adventures to reclaim the HD through play.

If you are adamant, you can make yourself some options, for instance instead of taking away an entire HD per touch, one touch takes a percentage of XP, or if you like math (and I know you do!) you can calculate something like: A successful attack by the Lesser Wight drains 1d10x10,000xp. That solution isn’t perfect as once a HD is gone, with the current XP attack that isn’t recalculated to new levels, it will end up draining more XP than if you had just used real attack normally.

You can also cause a temporary Stat Loss, which is regained through rest, which works well with high levels were it can take a long time to regain HD, but not so well at lower levels of play.

If a battle went bad and your party was devastated by this thing, and you can’t live with the result or the error was your fault, then there are always supplemental ways of dealing with correcting this faster. I have seen a battle with powerful undead go REALLY bad, like the players losing over half of their hit dice from one combat with angry dice, in that case they are going to have to leave the dungeon, and seek high powered help. If you can justify it, a difficult ritual with divine intervention can help quickly restore most of the levels lost. Of course they will have to repay this high powered spell with service to the God who allowed it. It’ll push the game into a new direction, but it will also allow the party to quickly get back to the business of stopping the powerful undead from doing whatever it is trying to do . . . maybe.

SHOULD ENERGY DRAIN BE REMOVED FROM THE GAME?

No. It brings more to the game than just a rarely used attack. It can make a story more interesting, and take it into unseen directions which may not had been planed for, which in turn, enriches your setting. It also scares the players themselves which is a good thing. While on first inspection, this spell appears to be unbalanced, it really isn’t as bad as you think that it is.  



FURTHER READING

Echoes from the Geekcave: Up or Down Drain Is an excellent and well thought article, not to mention a very inspiring:
There is a saying that comes up at my table from time to time, usually when some mechanic of classic D&D or a retro-clone is brought under scrutiny. "You can't 'fix' D&D." This doesn't mean D&D is a "broken" or hopeless game. It's the idea that for all its rough patches and quirks, it's still the patriarch, the fount from which our hobby springs. While house-rules and so forth are perfectly acceptable expressions of our interest and involvement in the game, to try and "fix" the game's foibles is an often futile attempt to make it into something other than the inspiring mess that it sometimes seems to be.

That, is worthy prose! It should be a tattoo or something. 

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