Quote:
Originally Posted by mburr0003
That is to say, Holy Water as presented in DF/RPG is almost worthless, so adding Supernatural Weakness to demons and other Evil supernaturals is a great idea. Personally I also have it give +1 to +4 in Exorcisms and Esoteric Medicine (Divine) rolls depending on how it's used...
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True. Unless the GM gives it special case-by-case uses ("This altar can only be purified by holy water!"), it's unfortunately not a must-have. Good ol' acid burns undead just as nicely as holy water – and burns everything else. It's even cheaper than holy water, before the clerical discount. (Granted, holy water is safer to carry in a fall or other accident...)
Making holy water worthwhile calls for a few tweaks:
- Make the damage meaningful. Double the listed damage vs affected foes (or just call it a clean 1d for simplicity).
- Make the effect more interesting than just "x points of damage". Some sort of revulsion or pain is appropriate. Lots of possibilities, but at the least, "target is stunned if it fails a Will roll" feels right.
- Add uses beyond "hurl at vampires". My fave: Borrow the spell components idea from DFRPG Companion 3, and treat holy water as a special form of $30 college component, with “spell college” replaced by Exorcism, Remove Curse, Turning, and other "cleansing" tasks. (I haven't tried your idea of letting it aid Esoteric Medicine (Holy), but that seems on-target too.)
A little more on the topic
here and
here.
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