Segev
2022-01-17, 11:11 AM
This is inspired by the thread about a PC becoming a lycanthrope, but I think the topic might drift from helping with that poster's specific problem, so I'm starting a new thread.
When a PC (or, really, any character, but this is especially useful for dealing with PCs and player will/knowledge) contracts Lycanthropy, one of the problems that can arise, balance-wise, is that even if he's resisting the curse, he's now immune to nonmagical b/p/s damage, which can be overwhelmingly powerful at tier 1 and even tier 2. (Consider that that's better than high-level, expensive spells and really really rare armor properties.) Plus, if you want the tension over "has he been cursed?" you have an issue when you tell the player, "You take 0 damage from the attack." That's a dead giveaway, in and out of character.
However, in folklore, one of the ways the "invulnerability" of werewolves manifests is not as impenetrable skin, but as ultra-fast regeneration. So here's my proposal: as long as a character is resisting the curse (which includes when he's unaware of it), he records hp damage normally. If he's taken to 0 hp by nonmagical b/p/s damage, or the DM determines that a "significant" amount of the damage he'd taken was nonmagical b/p/s damage, then when the character goes to 0 hp, he transforms into his animal form at full hp and becomes an NPC under the DM's control. (Just use the MM stats for the lycanthrope in animal form for this; the curse has him going bestial so he doesn't have the humanoid cunning behind it that he might on the full moon.)
He transforms back when he takes a short rest, and has whatever hp his animal form had (or full hp if that's somehow higher than his own).
When a character gives in to the curse, willingly embracing it, he either becomes an NPC or you let him have it as if it were a pretty big magical item, but you have a strong discussion about the RP consequences and the way he'll play his new alignment.
I would venture to suggest that, if he fails to play the alignment, you can force Charisma saving throws or make him an NPC for a scene as the beast takes over and he gives in to whatever temptations he was resisting, though you want to be VERY careful about that, and consider just retiring the PC to being an NPC if it happens too often.
When a PC (or, really, any character, but this is especially useful for dealing with PCs and player will/knowledge) contracts Lycanthropy, one of the problems that can arise, balance-wise, is that even if he's resisting the curse, he's now immune to nonmagical b/p/s damage, which can be overwhelmingly powerful at tier 1 and even tier 2. (Consider that that's better than high-level, expensive spells and really really rare armor properties.) Plus, if you want the tension over "has he been cursed?" you have an issue when you tell the player, "You take 0 damage from the attack." That's a dead giveaway, in and out of character.
However, in folklore, one of the ways the "invulnerability" of werewolves manifests is not as impenetrable skin, but as ultra-fast regeneration. So here's my proposal: as long as a character is resisting the curse (which includes when he's unaware of it), he records hp damage normally. If he's taken to 0 hp by nonmagical b/p/s damage, or the DM determines that a "significant" amount of the damage he'd taken was nonmagical b/p/s damage, then when the character goes to 0 hp, he transforms into his animal form at full hp and becomes an NPC under the DM's control. (Just use the MM stats for the lycanthrope in animal form for this; the curse has him going bestial so he doesn't have the humanoid cunning behind it that he might on the full moon.)
He transforms back when he takes a short rest, and has whatever hp his animal form had (or full hp if that's somehow higher than his own).
When a character gives in to the curse, willingly embracing it, he either becomes an NPC or you let him have it as if it were a pretty big magical item, but you have a strong discussion about the RP consequences and the way he'll play his new alignment.
I would venture to suggest that, if he fails to play the alignment, you can force Charisma saving throws or make him an NPC for a scene as the beast takes over and he gives in to whatever temptations he was resisting, though you want to be VERY careful about that, and consider just retiring the PC to being an NPC if it happens too often.