darkbard
Legend
In Dungeon 204, a nifty little article with accompanying printable cards in power format called "Less Death, More Danger!" was published. In short, the article introduced a mechanic wherein characters who face certain substantial losses in combat (I haven't revisited the article recently, but including things like failing three death saves, dropping to 0 hp, receiving a critical hit, etc.) acquire an "Injury card" that provides certain drawbacks (and, potentially, bonuses) until the character recovers from the wound (recovery tracking along the disease track system if I recall correctly).
I know this flies in the face of 4E's highly abstracted health system, but I think it could introduce an element of ... I don'twanttocallitsimulationism ... something of interest without bogging down the flow of the game with nonheroic and fiddly game elements.
In any event, did anyone ever try these in play, and, if so, what was your takeaway? (My thought, without ever having used them, is that, like Dark Sun's optional weapon breakage and desert survival rules, this subsystem could lend a bit of danger and grit to that campaign setting, at the very least.)
I know this flies in the face of 4E's highly abstracted health system, but I think it could introduce an element of ... I don'twanttocallitsimulationism ... something of interest without bogging down the flow of the game with nonheroic and fiddly game elements.
In any event, did anyone ever try these in play, and, if so, what was your takeaway? (My thought, without ever having used them, is that, like Dark Sun's optional weapon breakage and desert survival rules, this subsystem could lend a bit of danger and grit to that campaign setting, at the very least.)