S
Sunseeker
Guest
I think you need to expand upon why this is a "must" when it has never been modeled in D&D before.
We could resort back to the stat-drain model, we could bypass the whole "health points" with that model fairly easily by applying stacking debuffs to the raw stat. I don't think it's a particularly good system, but it models your concept well without introducing a new type of "points" and a way of reducing or increasing them.
We could have a more finite condition system, which while not always directly adjusting specific scores or numbers, could alter the control over your character, such as losing movements, actions, or being forced to take specific actions in order to overcome a condition. I don't think this models your concept well, but I wouldn't mind more finely tuned conditions.
I suppose we could add a WP/VP system, but I don't see the necessity, it's never been there before and taking from other games, I don't feel it works well with a flat HP-bar system, and in the systems it does work well with have numerous other systems to help balance it out(such as body parts or armor as damage reduction).
I say: anything that is needed to last above and beyond the "rest cycle" can be left up to DM fiat. EX:
You are all traveling through the mountains, make a fort save.
*John and Sue roll under 10.
Razer the Barbarian(john) and Phillip the Mage(sue) begin to sneeze and cough, and their speed is reduced by 10ft.
It's now two days later, Jon & Sue, make a fort save.
*both roll low again.
Your companions seem to be getting seriously ill, you're not sure what they have but they can't move quickly and are weakened. (throw in your own debuffs here)
It's now a week later, Jon and Sue are horribly sick and must seek immediate medical attention from someone trained in the healing arts(not just someone with high "heal" skills). They must make a fort save every turn or get worse(more creative penalties, hp loss, raw stat damage, ect..), if their health drops to 0, they must make death saving throws with a -X penalty.
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I don't think D&D needs specific systems to model specific statuses or damage types(though some supplementary rules might be nice at some point). It just needs to give the Dm the power to be creative. As long as the DM can be creative, then anything can be modeled in the game. If the DM has no room for creativity, then specific, structured frameworks are necessary. I should hope the latter is not the case.
We could resort back to the stat-drain model, we could bypass the whole "health points" with that model fairly easily by applying stacking debuffs to the raw stat. I don't think it's a particularly good system, but it models your concept well without introducing a new type of "points" and a way of reducing or increasing them.
We could have a more finite condition system, which while not always directly adjusting specific scores or numbers, could alter the control over your character, such as losing movements, actions, or being forced to take specific actions in order to overcome a condition. I don't think this models your concept well, but I wouldn't mind more finely tuned conditions.
I suppose we could add a WP/VP system, but I don't see the necessity, it's never been there before and taking from other games, I don't feel it works well with a flat HP-bar system, and in the systems it does work well with have numerous other systems to help balance it out(such as body parts or armor as damage reduction).
I say: anything that is needed to last above and beyond the "rest cycle" can be left up to DM fiat. EX:
You are all traveling through the mountains, make a fort save.
*John and Sue roll under 10.
Razer the Barbarian(john) and Phillip the Mage(sue) begin to sneeze and cough, and their speed is reduced by 10ft.
It's now two days later, Jon & Sue, make a fort save.
*both roll low again.
Your companions seem to be getting seriously ill, you're not sure what they have but they can't move quickly and are weakened. (throw in your own debuffs here)
It's now a week later, Jon and Sue are horribly sick and must seek immediate medical attention from someone trained in the healing arts(not just someone with high "heal" skills). They must make a fort save every turn or get worse(more creative penalties, hp loss, raw stat damage, ect..), if their health drops to 0, they must make death saving throws with a -X penalty.
----
I don't think D&D needs specific systems to model specific statuses or damage types(though some supplementary rules might be nice at some point). It just needs to give the Dm the power to be creative. As long as the DM can be creative, then anything can be modeled in the game. If the DM has no room for creativity, then specific, structured frameworks are necessary. I should hope the latter is not the case.