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Balancing A Playable Lycanthrope Character
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<blockquote data-quote="ECMO3" data-source="post: 9026035" data-attributes="member: 7030563"><p>We had a character become a Wearboar in Princes of the Apocolypse at level 3 and he was really excited. It turned out fine and we finished the campaign with him being a Wearboar. A few things our DM did:</p><p></p><p><strong>1. It is a danger for the party and the player is not fully in control of it </strong>- The character can not initially control it, eventually he will master it and when that happens is up to the DM. But initially it WILL attack allies at the first full moon. Our DM also made him save to avoid involuntarily transforming when severely damaged and again they are not in control when this happens. So while it is a boon for the player it is not really a boon for the party initially. You have a very powerful player that is going to attack you and might attack you while already in combat. The first full moon the wearboar turned and put down the entire party except my Warlock and her flying Sprite Familiar. I hit him with cause fear to keep him away from me and then my Sprite eventually put him down with a poisoned arrow.</p><p></p><p><strong>2. The party gets a vote -</strong> The character in our game was really excited about being a Wearboar, but the rest of the party doesn't have to go along. After the PC turned on us the first time, my Warlock bought a remove curse scroll and I seriously considered curing him in his sleep without his consent. The player who cures him does not have to let the infected player know this, just send a secret note to your DM. Then after a few days the DM tells him he just seems to have lost the disease and he does not know why. My PC did not do that, but I considered it. I did have the scroll though and if he had turned on us again he would have got it cast on him in round 1. He didn't turn on us again after that initial time but he did lose control a couple of times in fights, luckily for him his uncontrolled violence focused on the enemy.</p><p></p><p><strong>3. Organized enemies should be prepared - </strong> We were fighting elemental cults and were known to them. Word got around after a while that we had a wearboar and cultists we faced started showing up with silver weapons. If you really want to be extreme cult casters can show up with a remove curse of their own. Mundane monsters were still a breeze.</p><p></p><p><strong>4. RAW Remove Curse removes<u> All </u>curses - </strong> This did not happen in my game but if he finds a cursed item like a bad luck stone or a spear of backbiting he is either stuck with it for the rest of the game (sucking up an attunement slot too) or he can use remove curse and lose his lycanthropy. I would not put an item out there to force this, that would be a cheesy metagame, but if you already have something that is going to curse him or you have a monster or effect that uses remove curse to be lifted I would not pull any punches either. He has Lycanthropy and he takes the good with the bad.</p><p></p><p>There are other things our DM did not do but I would consider. Remember<u> it is a curse,</u> the player may be excited about the powers but he is cursed and his life should suck as long as the curse lasts just like if he had a cursed +3 sword. He may be a lot better in combat but the game should not cater to him. Our DM was lenient in this regard, but here are things I would have probably done that our DM did not do:</p><p></p><p><strong>5. Monster hunters - </strong> How many times are PC adventurers hired to rid the country of the monster? It only makes sense that NPCs will be hired to hunt this Werewolf.</p><p></p><p><strong>6. Shunned - </strong>If/when the population finds out he should not be welcome in civilized society. Difficult to find lodging, not allowed inside cities, either disadvantage or outright automatic failure on many charisma checks. Think about what your HOA would do if you found out there was a real werewolf living in the neighborhood .... then have the town do that.</p></blockquote><p></p>
[QUOTE="ECMO3, post: 9026035, member: 7030563"] We had a character become a Wearboar in Princes of the Apocolypse at level 3 and he was really excited. It turned out fine and we finished the campaign with him being a Wearboar. A few things our DM did: [B]1. It is a danger for the party and the player is not fully in control of it [/B]- The character can not initially control it, eventually he will master it and when that happens is up to the DM. But initially it WILL attack allies at the first full moon. Our DM also made him save to avoid involuntarily transforming when severely damaged and again they are not in control when this happens. So while it is a boon for the player it is not really a boon for the party initially. You have a very powerful player that is going to attack you and might attack you while already in combat. The first full moon the wearboar turned and put down the entire party except my Warlock and her flying Sprite Familiar. I hit him with cause fear to keep him away from me and then my Sprite eventually put him down with a poisoned arrow. [B]2. The party gets a vote -[/B] The character in our game was really excited about being a Wearboar, but the rest of the party doesn't have to go along. After the PC turned on us the first time, my Warlock bought a remove curse scroll and I seriously considered curing him in his sleep without his consent. The player who cures him does not have to let the infected player know this, just send a secret note to your DM. Then after a few days the DM tells him he just seems to have lost the disease and he does not know why. My PC did not do that, but I considered it. I did have the scroll though and if he had turned on us again he would have got it cast on him in round 1. He didn't turn on us again after that initial time but he did lose control a couple of times in fights, luckily for him his uncontrolled violence focused on the enemy. [B]3. Organized enemies should be prepared - [/B] We were fighting elemental cults and were known to them. Word got around after a while that we had a wearboar and cultists we faced started showing up with silver weapons. If you really want to be extreme cult casters can show up with a remove curse of their own. Mundane monsters were still a breeze. [B]4. RAW Remove Curse removes[U] All [/U]curses - [/B] This did not happen in my game but if he finds a cursed item like a bad luck stone or a spear of backbiting he is either stuck with it for the rest of the game (sucking up an attunement slot too) or he can use remove curse and lose his lycanthropy. I would not put an item out there to force this, that would be a cheesy metagame, but if you already have something that is going to curse him or you have a monster or effect that uses remove curse to be lifted I would not pull any punches either. He has Lycanthropy and he takes the good with the bad. There are other things our DM did not do but I would consider. Remember[U] it is a curse,[/U] the player may be excited about the powers but he is cursed and his life should suck as long as the curse lasts just like if he had a cursed +3 sword. He may be a lot better in combat but the game should not cater to him. Our DM was lenient in this regard, but here are things I would have probably done that our DM did not do: [B]5. Monster hunters - [/B] How many times are PC adventurers hired to rid the country of the monster? It only makes sense that NPCs will be hired to hunt this Werewolf. [B]6. Shunned - [/B]If/when the population finds out he should not be welcome in civilized society. Difficult to find lodging, not allowed inside cities, either disadvantage or outright automatic failure on many charisma checks. Think about what your HOA would do if you found out there was a real werewolf living in the neighborhood .... then have the town do that. [/QUOTE]
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