Defiling: A Survey

Post/Author/DateTimePost
#1

sigfried

Jan 30, 2011 23:28:30
The group I'm in has gone from level 1-4, contains a Wizard, Bard and a SK Pact Warlock. We've had approximately 25 encoutners. So far I've seen the defiling mechanic used a total of one time (although it's been debated many times). It was during a very difficult fight (I beleive a level 6 encounter when we were level 3). The use resulted in us TPK'ing, which forced the DM to intervene and save us.

It seems to me with the increase in monster damage from Dark Sun Creature Catalog and Monster Vault, that Arcane Defiling is a horrible option for any low level party that wants to get through heroic teir. Whenever the option of using the mechanic comes up (in our group), the entire group has to talk the player who can use it down. In fact, it seems like when asked to weight the option of hitting with a daily arcane spell (or even worse, doing more damage) and doing somewhere around 18-20 damage to the rest of the party, the clear answer is not to defile. The only time your party could afford to take the damage (read easy encounter), is the encounter you're not throwing daily spells around.

So I'd like to get a informal survey going of everyone's actual play experiences with Arcane Defiling? How often are you seeing it used, how much damage is it causing your group, is it turning the tides of a battle, etc?
#2

beej_silver

Jan 31, 2011 0:56:05
Arcane defiling has been used a number of times by our group in our 11 levels of play. half a healing surge actually isn't that bad (although it hurts), and it's all in the timing. Its most intelligent use is when the target/s of the daily power are already bloodied. It'll hurt your allies, yes, but if it means dealing the fatal blow to at least two enemies, it evens out. So it's only used when the timing is good.

Although I must confess, no one defiled for the first 5 levels, and the irst time it happened was when the wizard found the defiler that killed his parents. It wouldn't have happened either, except I was rp-ing the defiler like this,

"YOU ARE WEAK and PATHETIC! YOU DO NOT HAVE WHAT IT TAKES TO DEFEAT ME! DEFILE!! ONLY THEN WILL YOU HAVE A CHANCE!"

So he eventually did, and the defiler was already bloodied by then, so he dealt the killing blow. Since no one died that fight, he defiled over and over again until he got his blood mage PP. 

(Oh, and the NPC defiler's last words were, "A powerful defiler is born...In the end, templar, I win!" WinkWink)
#3

Acrilos

Jan 31, 2011 5:57:04
An interesting survey Sigfried. I often wondered how many times this mechanics was used by players.
For my part, I never saw it used. So far in my campagin, when it comes to magic, my group is mainly focused on primal power so having someone defile is out of the question.
There was once a swordmage who was affiliated to the Veiled Alliance so he didn't even consider using the defiling option, even during the fight he died.

In the party you described , I can imagine what would happen if the three arcane users defiled during the same encounter Wink
#4

khorne37

Jan 31, 2011 11:40:05
I was running a group over the weekend when they warlock defiledagainst a nasty creature. Funny thing is none of the other players seemed to care most are unaligned but still on athas magic is suppose to be a no no.
#5

patories

Jan 31, 2011 12:06:28
I can not get my players to defile...... even when I make sure my bad guys do it when they are bloodied... trying to knock out the players...... 

I must continue to tempt them with the power of the darkside..  
#6

ian.thomson

Jan 31, 2011 14:08:44
Well, if you consider the HP regained to be the "damage" for healing powers, turning the party into a HP battery for the party beatstick (if you happen to have one) is one option to tempt them with.

Course, the players don't need to defile unless it fits with their character.  It's like the weapon breakage rules, it's for the players to use at a moment they think appropriate.  Just as:

-The battered gladiator jams his sword into his opponents sheild, snapping the sword as he pulls the sheild aside to jam the remaining fractured half of his sword into his opponent's throat
-The wizard might decide that revenge means more than his allies

But, just as:

-The noble-swordsman proud of the sword crafted by his grandfather 20 years ago ("he was quite old then, 40 years old!") probably is going to take care to avoid damaging the edge
-The templar warlock probably wants his tools-- ALLIES! I mean allies! to live long enough to help him.
#7

Ozmodious

Jan 31, 2011 14:49:00
Simply put there has been one occasion where the arcane sorceror in the party really thought about defiling. It was quickly shot down by the other party members. The reason was simple: It seems that the only time that a preserver would be tempted to defile whould be in dire straights- like the situation that they were in. BUT for him to do it he would have insured that most of the group would have been hurting and possibly dropped unconscious for him to do his daily. What damage he would do to the mob he was attacking was bloodied but the group felt that it was too much of a risk for a TPK if it wasn't enough damage to drop it so he declined. Fortunately they beat the thing after another couple of strikes and survived but they were correct... it could have went seriously bad for them if he would have done it anyway.
My take on it is that it won't come up again anytime soon with my players.
#8

atras

Jan 31, 2011 15:34:48
I am playing in a Dark Sun campaign where we decided to house-rule that Arcane users can do a miniature version of Defiling, like weapon users can with Reckless Breakage.  When you roll a '1' on an Arcane Attack Power, you may choose to re-roll that attack roll by dealing 2 points of damage to all of your allies in a burst 10.  We all felt that it fit the idea of being reckless with life in order to be more effective with Arcane power, and would see a lot more use than the current version, due to both the lesser damage and the higher possibility of being used.  We have only played one session, but I am looking forward to the role-play opportunities that this will open.
#9

fromost_the_grimm_02

Jan 31, 2011 16:41:07
Alas, no arcane casters in my group, so none to give in to temptation.

Informative survey nonetheless, would be interested to know if people are using the vanilla rules for defiling or a homebrew variant with whatever trends they are seeing ... are the RAW enough of a temptation, or do they need a little polishing ..?
#10

tavitin

Jan 31, 2011 16:46:51
I'm an unscrupulous and vile DM when DMing DarkSun.
My players defiled more than once because if they didn't, other party members would be getting their **** coup-the-graced.

Weapon Breakage? I lost my count on that, seriously. 
#11

ritorix

Jan 31, 2011 16:50:27
11 encounters so far, 1 use.  Party has "1.5" arcane users - one left about halfway through the campaign.  The big problem is it is mechanically unappealing, and already unappealing for flavor/story/RP reasons.  It should be mechanically appealing (sometimes) to balance out the flak you catch for defiling.

If I were to houserule it, I may change it the same way I do skill challenges now.  After a roll is missed, spend a healing surge or equivalent hitpoints for a +2 bonus, cumulative until you hit or succeed.  Simulates putting that last bit of effort in (or drawing a bit more energy than you should, injuring yourself in the process).  I would eliminate the group-damage thing and leave it an effect that corrupts only the user.

#12

sirkaikillah

Jan 31, 2011 22:08:04
It's mechanically attractive at higher levels if you invest in it, and highly attractive when you miss from day 1.


As long as you can survive all your allies loosing 1/4 of thier total hit points for just a chance of success.  Remember at lower levels defiling will gurantee the lose of 1/4 of your allies total hit points, put does not gurantee success with the reroll and the use of the daily power.  It's a high price to pay even for the defiler, who can lose all his allies/ meat shields and still fail in the reroll attempt after defiling.  Even if I played a self centered EVIL unrepentant defiler, defiling is still fraught with risk and would be done in the most dire circumstances. 
#13

sigfried

Feb 01, 2011 2:34:07
It's mechanically attractive at higher levels if you invest in it, and highly attractive when you miss from day 1.


As long as you can survive all your allies loosing 1/4 of thier total hit points for just a chance of success.  Remember at lower levels defiling will gurantee the lose of 1/4 of your allies total hit points, put does not gurantee success with the reroll and the use of the daily power.  It's a high price to pay even for the defiler, who can lose all his allies/ meat shields and still fail in the reroll attempt after defiling.  Even if I played a self centered EVIL unrepentant defiler, defiling is still fraught with risk and would be done in the most dire circumstances. 


 

It actually only does half their healing surge in damage; so you're looking at the other party members taking 1/8th their HP in damage. (Roughly)
#14

Flankster

Feb 01, 2011 14:56:21
Defiling has been used almost every day in my campaign. I have an evilish SK pact Warlock who doesn't respect his allies (even though all the players love him). He has already killed one of our players when he used it. The rest of the party is kind of against Defiling, but really they are in the dark about it. They just suddenly feel some of their life force escape out the soles of their feet. I expect there will be some major turmoil when the party figures out what is going on.

I too would like to house rule it a little bit. On the fluff side, I think it should also draw energy from the adjacent enemies, but mechanically this unbalances things quite a bit. It also really sucks when the re-roll is also a failure. Maybe allowing a re-roll with a +2, or maybe a +1 for every ally in range?
#15

sirkaikillah

Feb 03, 2011 9:21:22
Defiling has been used almost every day in my campaign. I have an evilish SK pact Warlock who doesn't respect his allies (even though all the players love him). He has already killed one of our players when he used it. The rest of the party is kind of against Defiling, but really they are in the dark about it. They just suddenly feel some of their life force escape out the soles of their feet. I expect there will be some major turmoil when the party figures out what is going on.

I too would like to house rule it a little bit. On the fluff side, I think it should also draw energy from the adjacent enemies, but mechanically this unbalances things quite a bit. It also really sucks when the re-roll is also a failure. Maybe allowing a re-roll with a +2, or maybe a +1 for every ally in range?



And no one notices that they lose life force when the warlock blows something up with his most powerful spells?  Really?


#16

Myztek

Feb 03, 2011 10:14:44
The core problem with Dark Sun in 4E is that arcane is no longer more powerful than the rest of the power sources.  In 2E, it was the %$#@, and Dark Sun recognized that, incorporated it into the game, and used it as a balancing game mechanic and a story driver.  Defiling worked so well in 2E because arcane spells, by themselves, were already overpowered, and defiling made them stronger.

In 4E, balance amongst everything is paramount.  Defiling is thus only allowed to be a slight bump in power in exchange for a slight detriment.  Arcane is forced to stay in balance with other power sources.  In my mind, arcane needs to be more powerful for Dark Sun to feel like Dark Sun.  That is my humble opinion.  Your opinion may differ.  Feel free to disagree, but *if* you agree, here are some suggestions.

* Pump up defiling: If you defile *before* your attack roll, you can choose to either: 1.) Increase a burst/blast size by 1, add 1 die of damage, change the damage type of your power (perhaps to a limited list of options), or give yourself a +2 bonus to hit.  You can only choose one type of defiling per attack (reroll, increase size, etc...)

* Treat all weapons and implements of levels 6+ as if they were the equivalent 5 level lower version in the hands of non-arcane characters (for example: a 6th level +2 magic sword is treated as a 1st level +1 magic sword in the hands of nonarcane PCs), while all weapons and implements are treated as if they were 5 levels higher in the hands of arcane PCs (that same 6th level magic sword would be treated as if it were an 11th level +3 magic sword in the hands of a swordmage).  This also makes survivial tougher in general - which is very Dark Sun.

* Limit the majority of rituals to arcane characters.  We've already eliminated most divine rituals - take the majority of the rest of them and drop them in the hands of the Sorcerer-kings, the Veiled Alliance, Bupo the dancing Jester-king, etc...

To me, these changes hurt balance, but make the game feel more like 2E Dark Sun.
#17

Flankster

Feb 03, 2011 15:16:38
Defiling has been used almost every day in my campaign. I have an evilish SK pact Warlock who doesn't respect his allies (even though all the players love him). He has already killed one of our players when he used it. The rest of the party is kind of against Defiling, but really they are in the dark about it. They just suddenly feel some of their life force escape out the soles of their feet. I expect there will be some major turmoil when the party figures out what is going on.

I too would like to house rule it a little bit. On the fluff side, I think it should also draw energy from the adjacent enemies, but mechanically this unbalances things quite a bit. It also really sucks when the re-roll is also a failure. Maybe allowing a re-roll with a +2, or maybe a +1 for every ally in range?



And no one notices that they lose life force when the warlock blows something up with his most powerful spells?  Really?



Well of course the players are aware of what is going on, but the characters don't. Remember combat may be turn based for mechanical reasons, but in-game everything is happening simultaneously, and in a fantasy world where there is still a lot of mystery, I think it's perfectly plausible that the characters are in the dark about it.
#18

sirkaikillah

Feb 03, 2011 21:19:29
..,Well of course the players are aware of what is going on, but the characters don't. Remember combat may be turn based for mechanical reasons, but in-game everything is happening simultaneously, and in a fantasy world where there is still a lot of mystery, I think it's perfectly plausible that the characters are in the dark about it.



I fully realize thier is a difference between what a player knows and what a Pc will know.  But in the Dark Sun campaign it is common knowledge that defilers draw life energy from arround them, not only thier allies but from plants, which whether and die, and soil which is drained of all life energy and turns to ash.  There is a lot to clue in a Pc or Npc that someone is defiling.  In fact the use of arcane power, or even precieved use of arcane power, will raise suspicion of defiling from most people of Athas.  Heck even a preserver is at risk when casting an arcane spell.  So to me, any character in Dark Sun setting experiencing thier life energy being drained when a warlock blows a powerful spell, is very capable of making the connection, especially if one is narrating the other clues i.e whethering plants, water evaporating, soil blowing into ash, etc. 

I guess people play the game differently, we have one ardent/ templar of Ablech-Ra, but he has yet to use his templar power yet, because he is scared of what will happen if the others (PC not player the players already know) find out he was defiling trained templar.  As Dm I let it be known that casting arcane magic, even for a preserver is a dangerous proposition in public.

But what is most important is how you and your players view the DS setting.  I think we have difference in view on how to portray defiling in our respective Dark Sun Setting.  For you, it seems, defiling is a mystery, so characters will not always be sure about it when it happens.  For me, everyone is aware of defiling and it's effect on the world.  Defiling is not a mystery but a harsh part of oppressive life under the yoke of the Sorcerer-Kings on Athas.  It's two different approaches to successfully bring to life a Dark Sun game. 

Thanks for responding you clarified many things about your point of view.   Happy gaming. 
#19

Acrilos

Feb 04, 2011 5:43:38
..,Well of course the players are aware of what is going on, but the characters don't. Remember combat may be turn based for mechanical reasons, but in-game everything is happening simultaneously, and in a fantasy world where there is still a lot of mystery, I think it's perfectly plausible that the characters are in the dark about it.



I fully realize thier is a difference between what a player knows and what a Pc will know.  But in the Dark Sun campaign it is common knowledge that defilers draw life energy from arround them, not only thier allies but from plants, which whether and die, and soil which is drained of all life energy and turns to ash.  There is a lot to clue in a Pc or Npc that someone is defiling.  In fact the use of arcane power, or even precieved use of arcane power, will raise suspicion of defiling from most people of Athas.  Heck even a preserver is at risk when casting an arcane spell.  So to me, any character in Dark Sun setting experiencing thier life energy being drained when a warlock blows a powerful spell, is very capable of making the connection, especially if one is narrating the other clues i.e whethering plants, water evaporating, soil blowing into ash, etc. 

I guess people play the game differently, we have one ardent/ templar of Ablech-Ra, but he has yet to use his templar power yet, because he is scared of what will happen if the others (PC not player the players already know) find out he was defiling trained templar.  As Dm I let it be known that casting arcane magic, even for a preserver is a dangerous proposition in public.

But what is most important is how you and your players view the DS setting.  I think we have difference in view on how to portray defiling in our respective Dark Sun Setting.  For you, it seems, defiling is a mystery, so characters will not always be sure about it when it happens.  For me, everyone is aware of defiling and it's effect on the world.  Defiling is not a mystery but a harsh part of oppressive life under the yoke of the Sorcerer-Kings on Athas.  It's two different approaches to successfully bring to life a Dark Sun game. 

Thanks for responding you clarified many things about your point of view.   Happy gaming. 



I quite agree with you sirkaikillah. In one of my groups, if a character were to defile in the presence of everyone else, he would certainly not live long enough to defile another time, unless the defiler had some kind of hold on the rest of the party of course (countless arcane users have been killed or turned over to the templars because they just manifested arcane magic, not just defiling magic...of course there is the Bluff skill to make other believe it is not arcane but defiling is blowing up the cover isn't it?. Even evil characters would not accept this in most cases. Arcane magic is dangerous and being seen in a group containing an arcane user is a source of problems for the entire party. They're at risk to be enslaved or kill outright because of this.

#20

granfalloon

Feb 04, 2011 15:57:16

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Defiling worked so well in 2E because arcane spells, by themselves, were already overpowered, and defiling made them stronger.



No it didn't.  That was the idea behind it, but Defilers just leveled faster than Preservers.  The option to Defile or not wasn't there.  If you were a Defiler, you did it every time.  If you were a Preserver, you never did.

I'm considering changing Defiling so that it drains a healing surge from all of your allies. More "long-term" damage, less "short term."  Of course, I'm also working on some tweaks that make Surges a more valuable commodity, not something you automatically replenish completely every time you nap.  And if you drop to 0 HP while low on Surges, you're in some serious trouble.