A Change to the Withering

Started by Spiffy Has, June 23, 2012, 04:29:16 PM

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Spiffy Has

Quote from: LORD RWG, PRAISE BEFrankly I always thought the -coolest- thing to do would to make the  Withering occur on-bite akin to a zombie outbreak, when combatting  withered enemies. This creates some actual danger to fighting them and a  somewhat badge of honor for those brave enough or heroic enough to  undertake the endeavor. It would also make all H'balan creatures, even  the ravens/smaller creatures, greatly more feared.

The idea that entering the wilds is dangerous because of the withering  could remain, it just adds more -OOMPH- to fighitng/avoiding/fleeing  H'balan creatures. Frankly right now a low of h'balan spawn isn't that  feared unless DMs are overseeing their involvement in matters.

Removing the withering/time aspect, add a Withering "Bite" or special  unique ability that both PC H'balans and NPCs can utilize to make  themselves a far more menacing and fearful presence. One bite isn't  instant death but raises some concerns, too many and you move up a  withering stage. Some creatures bites will do more withering to your PC  than others, etc.

A rough brainstorm mind you.

VanillaPudding

It's a good idea on paper, but in practice I fear the balance required would be quite difficult to achieve. Perhaps this type of system could be -added- to the current in some form (and DMs can already modify withering levels for special events), but I don't think it would work out well in the end if the current system was dropped completely.

If anything, due to the lack of IC effort / progress, I'd like to see the Withering start effecting the current safe areas in order to further pressure people into getting out there and doing something.

Random_White_Guy

Yes, it wasn't a suggestion which is why I didn't put it here, Thomas :P
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Rincewind1

Obviously there is less exploration nowadays. The areas are much more dangerous, with monsters mutated by radiation - I mean, changed by Withering, everywhere.

Which is why I think the exploration should be a bit more rewarding. Perhaps by use of those "rubble" placeables, with random search DCs, and untied to the level/quest, like the ones in Gnolls' quest? That'd also help drive the point of us being basically in a post - apocalyptic setting, foraging into the lands formerly claimed by a civilisation much more powerful than ours.

putrid_plum