Moon Logic Puzzle: Difference between revisions

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'''poster 1''': Then: the hoops were on fire too.
'''poster 2''': The description I got from a friend who had to deal with a DM like this went "It was like playing Sherlock Holmes in a sensory deprivation tank." }}
* In mainstream ''[[Dungeons & Dragons]]'' vampires tend to have traditional weaknesses; they hate garlic and mirrors, can’t cross running water, must be invited before entering a home, and are destroyed by sunlight, and can be killed if a stake is driven through its heart and its head is then cut off and the mouth filled with holy wafers (or the equivalent). Standard stuff. However, ''[[Ravenloft]]'' in 2nd Edition made it harder with [[Our Vampires Are Different| a plethora of non-human vampires]] (as in, not human before becoming undead), and all of them had different weaknesses. For example, take the Dwarven Vampire. It has no problem crossing running water, but cannot cross a line drawn with powdered metal; it doesn’t need to be invited, but cannot enter a structure that is not at least partially made of stone (you’re safe in a wooden thatched hut, but a sitting duck in a large dwarven fortress). To actually kill one, it must be impaled on a naturally formed stone stalactite or stalagmite (one created by magic will not work), then its heart must be cut out, soaked in oil for three days, then burned. Yeah, try figuring all ''that'' out without consulting the ''Monstrous Compendium'' entry. And that’s for dwarves, there are separate methods for elf, gnome, halfling, drow, and kender vampires, plus human variants like the cerebral vampire, and vampires of ''all'' varieties in Ravenloft become [[Stronger with Age]], making them resistant or immune to some weaknesses. In all fairness, this is meant to encourage roleplaying, storytelling, and in-game research, concepts common in a Ravenloft setting.
 
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