Feeblemind [Archive] - Wizards Community

Post/Author/DateTimePost
Puggle Halfwine

10-18-06, 04:18 AM
Hey guys,

I had a character whom was Feebleminded (and it wasn't fixed in-module). Does this effect persist in LG or is it assumed to be fixed? I'd assumed it carries over, but I hear convincing arguments which claim that it doesn't. Any thoughts?

Cheers,

Puggle.
Sieylianna

10-18-06, 07:58 AM
Hey guys,

I had a character whom was Feebleminded (and it wasn't fixed in-module). Does this effect persist in LG or is it assumed to be fixed? I'd assumed it carries over, but I hear convincing arguments which claim that it doesn't. Any thoughts?

I'd say that you are still feebleminded. The LGCS says that temporary ability damage or permanent ability drain is recorded on the logsheet. While the Feeblemind spell doesn't list the effect as damage or drain, IMO it's the closest thing for purposes of the LGCS.

Ed
chesspiece

10-18-06, 08:30 AM
Hey guys,

I had a character whom was Feebleminded (and it wasn't fixed in-module). Does this effect persist in LG or is it assumed to be fixed? I'd assumed it carries over, but I hear convincing arguments which claim that it doesn't. Any thoughts?

And I would have guessed it disappears between modules. The reason being that no _spell_ effects can carry over between modules unless specifically listed in the LGCS. So you should probably get an answer from your Triad.
Howie23

10-18-06, 11:02 AM
And I would have guessed it disappears between modules. The reason being that no _spell_ effects can carry over between modules unless specifically listed in the LGCS. So you should probably get an answer from your Triad.

Can you provide a reference on this, please? My understanding is that there can be no spell benefit that carries over between mods. (LGCS p. 45)

David
chesspiece

10-18-06, 11:45 AM
Can you provide a reference on this, please? My understanding is that there can be no spell benefit that carries over between mods. (LGCS p. 45)

David

Just THINK of all the role-playing benefits of Int 1 / Cha 1! It'll be _so easy_ to get full RP-XPs for every module. Uh, okay nevermind. I'll admit now that I had missed the word "benefit" in that LGCS passage.

I guess Puggle needs 660gp (which could have been over-cap from the module where he became Feebleminded) and a small city (Pop >5000).

Cheers,

Steve
Puggle Halfwine

10-18-06, 11:53 AM
The main problem I have is that the character that was feebleminded was one of my clerics. Even though wisdom is not effected by feeblemind, it specifically states you can't cast spells (which makes sense). Unless I somehow receive a hint on the module blurb that the module takes place in a large city AND there's someone who's prepping a spell to fix the condition AND there's an IC reason for the people I'm playing with to a) figure out what's happened b) care enough to fix it, possibly paying out of their own pockets, it's difficult for me to find tables. Especially how I'm bringing an essentially useless character.

I might just hang out for an interactive... some mates and I came up with the idea of a wheelbarrow. Just load me up in it and wheel me around until we find a cleric, then get him to fix the spell effect. It'd be a neat thing for an interactive I think, plus I'm pretty small so I'd easily fit.

Just THINK of all the role-playing benefits of Int 1 / Cha 1! It'll be _so easy_ to get full RP-XPs for every module. Uh, okay nevermind. I'll admit now that I had missed the word "benefit" in that LGCS passage.

I guess Puggle needs 660gp (which could have been over-cap from the module where he became Feebleminded) and a small city (Pop >5000).

Cheers,

Steve
Ariante

10-18-06, 12:19 PM
The main problem I have is that the character that was feebleminded was one of my clerics. Even though wisdom is not effected by feeblemind, it specifically states you can't cast spells (which makes sense). Unless I somehow receive a hint on the module blurb that the module takes place in a large city AND there's someone who's prepping a spell to fix the condition AND there's an IC reason for the people I'm playing with to a) figure out what's happened b) care enough to fix it, possibly paying out of their own pockets, it's difficult for me to find tables. Especially how I'm bringing an essentially useless character.

What APL do you play at?
It should be obvious to other PCs that your PC suffers from *something*, in which case a Heal check DC15 or so (or a Status spell) is sufficient for them to figure out what's wrong with you.
As for scenarios, there's a number of APL2-8 Cores that take place in Greyhawk City (and advertise so in the blurb), and at least 1 APL10+ scenario also in Greyhawk City.
Hardby is also big enough, and several Core play there.
As for the party having a reason to fix you, ask the players what their PC would do in the given situation, and find a table based on those answers.
Cynric

10-18-06, 07:26 PM
I have a cleric that reugularly plays with Puggle, she just usn't big enough to get rid of it yet. As soon as she can she will, but getting there is another matter.
pedr

10-18-06, 09:13 PM
Am I missing something? Can you not get an NPC spellcaster to get rid of it for you?
Puggle Halfwine

10-19-06, 02:47 AM
What APL do you play at?

The character is 4th level.
Ariante

10-19-06, 04:06 AM
The character is 4th level.

Ok that makkes hooking up with a PC of sufficient level is indeed limited to Interactives.
NPCs on the other hand can be found in Greyhawk City, so going there for a cure seems your best bet.
Out of curiosity, why *wasn't* this fixed in the game you got it? During play may have been impossible, but after the game was over you could simply have handed over the cash and be cured (possibly from overcap even).