A G Thing wrote: ↑Mon Sep 26, 2022 3:22 pm
I do already run that lingering scars remain from damage done by holy or sufficient radiant sources but since sunlight does not deal damage in similar fashion in 3.5 I just do so if a spell that has damaging light does such. Perhaps I would consider adding in the 3d6 again but that raises some questions in balance and other issues.
In 2e Monstrous Compedium there was no mention of damage by exposure to sunlight, VRGtVampires introduced that, I believe it is something easily adapted to 3.5e it has already been adapted in 5e.
From 5e
Sunlight Hypersensitivity. The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.
A G Thing wrote: ↑Mon Sep 26, 2022 3:22 pm
As I run these scars/stigmata do not heal over time short of some other spell or effect removing them and are a hindrance that with a proper ritual of sufficient power and effort could be removed but not easily or quickly done. So if I stick to that ruling I then have every vampire in sunlight suffering long term burn scars requiring special means if any are available to heal from. Not impossible or even bad just a consideration especially if I plan for them to be in social situations where these burns may hamper or prevent them from doing so. It again makes for an interesting issue for the vampire so scared but it could throw off a long planned game meeting. Still not exactly against it as I would just have to plan for such things.
This is also one of the reason why vampires avoid sunlight, as I mentioned before it is not just an innate aversion towards it as monsters of darkness but also because they are hindranced of having normal interactions if they are badly burned. If sunlight is made more "casual" by having the scars easily fade away, there is no actual threat of a vampire going out for a stroll in the open since the scars will fade away. Sunlight
should be threatening to vampires and avoid it at all costs, being scarred is an extra reason why to avoid it.
Also even if the PCs have failed to destroy a vampire, it may have been badly burned making it harder for it to hunt, thus this becomes a small win even if the vampire is not destroyed as well as giving them a better chance to prepare for the next hunt, as it heals itself. Also the vampire could be fearful or vengeful towards the PC's that almost destroyed it (and scarred it) as it is not something to be taken lightly, 5the result could be a recurring vampire villain. It can also be a win win situation between the players and the DM, as the vampire may be forced to leave its hunting grounds and go someplace else, thus the PCs save the day but can bump upon the vampire later in their adventures in some other place, making it usable for the DM in future adventures.
For social interactions there are always other ways for vampires to keep up with and disguise as mortals, maybe it wears clothing or uses magic to hide the stigmata/scars from burning. As stated in VRGtVampires not all vampires are the same, so one could be immune to sunlight even if it is not a Patriarch. Then there is the nosferatu vampire strain that can walk out in sunlight normally but they can't use their powers
https://www.youtube.com/watch?v=IKZUQyh_aaU, and then there is always the spell
Mimic Mortal where a vampire sacrifices some of its powers as to become immune to some of its weaknesses (even sunlight) gaining a semblance of life for the spell's duration.
A G Thing wrote: ↑Mon Sep 26, 2022 3:22 pm
But on the opposite side of it they already are weakened by it and it hampers them enough in most cases that adding damage to the equation as well as permanent scaring for such a hard point to bring them back from.
In 2e Older Vampires retain their powers even when exposed to sunlight Fledgling (and Vampire Spawn in 3e) don't. Also sunlight does not necessarily scar a vampire permanently, I believe they are badly burned until healed by other means other than vampiric regeneration.
From VRGtVampires
As soon as a normal Fledgling vampire is totally exposed to sunlight, it is instantly incapable of using any of its magical abiliies. All it can concentrate upon is trying to get into shelter. If at the end of one minute the creature has not escaped the rays of the sun, it is instantly and permanently anhilated.
As a vampire ages, however, it becomes able to sustain brief periods of time in the sun. Older vampires seem to be able to resist the lethal effects of exposure to sunlight for varying periods of time. A Mature vampire might withstand one minute of exposure, for example, white an Ancient might withstand one hour in the sun without being destroyed. During this "period of immunity," the creature is able to use all of its powers normally. The instant this period of immunity expires, however, the creature is stripped of its magical powers, and one minute later is annihilated.
In 3e a (Fledgling) vampire can do only a move action or attack action for 1 round after that it is destroyed, that does not necessarily apply to older vampires, or if it does it doesn't apply to every vampire.
A G Thing wrote: ↑Mon Sep 26, 2022 3:22 pm
Having the sun do that as well may sounds good but I still want them to have some ability to survive and not be crippled forever such so at most I could maybe see them as suffering a set amount of temporary HP damage like 3d6 such as non-lethal that while they are not normally subject to would weaken them, but I would have it fade just as rapidly as the rounds being reversed in my previous example.
I never said they should be permanently crippled, Jander was crippled because he touched a piece of the sun itself. But I still believe healing from the lethal effects of the sun (radiant damage) should take long.
A G Thing wrote: ↑Mon Sep 26, 2022 3:22 pm
Perhaps also if it did inflict a discoloration or sort of scaring that would be reversed by resting for days equal to rounds exposed. This makes scars from sunlight still potent but not as permanent as some such from holy damage or direct radiant damage spells.
A G Thing wrote: ↑Mon Sep 26, 2022 3:22 pm
Fractional damage in such larger chunks as hit die and level of vampires increase but the number of rounds is also lengthened creates custom math that would necessitate developing the amount lost per round.
Thinking on it I am tempted to add back 3d6 damage but my own house rules on scars/stigmata would then become inconsistent so it is a balance.
Resting for days equal for rounds exposed sounds good but that makes a Mature vampire, that can withstand only 1 round, heal faster than an Eminent who can withstand 3 turns. So I still believe it should be based on "radiant" damage (like the 3d6 points) that cannot be regenerated but healed in a "mortal" way maybe adding some plus HP recovered based on HD or regeneration rate to balance the recovery between a Mature and an Eminent.
For example in 2e a Mature regenerates 3 hp/round and an Eminent 4/round
In 3e Natural Healing a mortal character can heal wounds with a full night’s rest (8 hours of sleep or more), you recover 1 hit point per character level.
Any significant interruption during your rest prevents you from healing that night, maybe giving PCs another chance to postpone the vampires attacks (and become super annoying to the vampire)
Hey haven't you heard about Quiet Hours?
If you undergo complete bed rest for an entire day and night, you recover twice your character level in hit points (some vampires may be able to do that too, others may have to overfeed before doing this, while others are unable to recover extra HP this way).
A Mature vampire has fast healing of 5 while an Eminent of 8 so an Eminent may heal 3 more hp than a mature each day than a Mature as well as probably having more HD (so it probably heals faster based on that too).
Also some vampires could be able to heal radiant damage by drinking blood (Con drain) or energy drain, gaining 5 hp with such successful attacks. Vampires such as these vampires may be deadlier when they are nearly destroyed by sunlight, the PC's trying to destroy it make it go into a rampage of killing villagers to heal itself instead.
The more options we have the better because we can create unique villains to surprise players, especially those who know game mechanics and stats by heart.
Also 3e Ravenloft Campaign Setting states
Vampires are also unusual in that they require sleep. In most cases, this is not the restful repose of a living creature, but more closely resembles a
coma. As the sun rises, the vampire falls into unconsciousness and cannot be awakened until the sun sets. Noises, lights, and even attacks do not stir the creature. Obviously, this is the preferred state in which to encounter one of these monsters. Once the sun does set, however, the vampire instantly springs to full alertness. A vampire that awakens in the company of the unprepared may be able to attack from surprise at the DM's discretion.
Because of this helplessness during daylight hours, a vampire takes great care in choosing a resting place and makes certain that it is defended to the fullest extent it can manage.
That would make most vampires unable to walk let alone fight before sunset, so we are already talking about unique individuals who can stay awake during the day.