Each hit by the Wight drained 3 from max hit points. These hit points do not return until PC takes extended rest.
I'd forgotten that one. It's not bad, the only problem is that if you're already wounded, you don't really notice the -3 max hp until later.
It does seem really terrifying against low-level characters, but once they have a few levels, it's not nearly as bad.
triqui said:
I like the evoking nature of this rule (it's the 4e rule, btw). But draining 1 hit dice is bassically the same than doing 1d8 damage, just to point out...
In addition to the damage from the wight's attack, and it leaves you with less hit dice to heal with later on. Plus there's, you know, dying when you run out.
Dour-n-Taciturn said:
I like the idea of draining hit die, but to make anything a permanent condition or extending past a long rest/day, is something I am strongly against as a core rule.
Really? You don't do diseases, mummy rot, that kind of thing? To each his own, I guess. In that case, it's easy enough to just ignore the Drained condition.
slobo777 said:
I guess that will depend on the unliving in question. A wight is basic, so I'd suggest that the minor effect is wight gets advantage on its next round's attack versus same character. A major effect might be the wight gets advantage and ++damage versus the character until the pc gets a hit dice back.
Ouch. Of course, you're doing that in place of unconsciousness in my version, right?
My own philosophy of monsters (as opposed to humanoids like orcs) is that they should be scary. I dislike the idea of cannon-fodder monsters. Truth be told, I'm always tempted to beef up even skeletons and zombies for this very reason. Fighting a walking corpse should be terrifying! It should just... keep... coming.
Of course, do too much of that, and necromancy starts looking really good.
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