SirRick wrote:Got my quest pack today, and I was reading the rules at the beginning of the book. The section on Mind Points was particularly interesting. Its been mentioned a few times that it reviews the rules for the Shock condition (and not unconscious like in RotWL, or death like in KK). What really interested me however, was the final sentence that mentions spells that affects a target’s Mind Points have no effect on monsters with no Mind Points. They use Sleep and Skeletons as an example. This could have major implications on how the game is played.
In the Companion App discussion, I mentioned how in the final quest of PoT, my Elf ran in the final room and cast Hypnotic Blaze, and watched with glee as the spell worked automatically on all the undead in the room. With this new ruling, undead monsters would be completely immune to this spell (it does make sense, but it was fun while it lasted). This would also change how the spell Arrows of Night (I think that is what it is called) from the Darkness school of spells. Its a weak attack spell that would automatically work on undead as long as you rolled skulls, so now undead are seemingly immune to this spell as well (again it makes sense, but I would have liked Arrows of Night to have a unique niche use). Not sure if this affects other current spells at the moment.
If you're playing as your own Zargon and wish to get more creative then the companion app allows, you're free to make your own concessions.
Due to the lack of a conscious mind I don't allow Hypnotic Blaze or Sleep to work on the undead. Arrows of the Night, however, shows signs of physical damage. It's magic, which can be overcome by the mind, effecting the physical world. Much like the Orc Shaman casting Spirit of Vengeance or a traditional Ball of Flame, a potion of Magic Resistance will ward off these magical yet physical attacks. I'd give Arrows of the Night that niche over the undead.