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<blockquote data-quote="Tormyr" data-source="post: 8107906" data-attributes="member: 6776887"><p>Before adding new things to the rules I try to see if the existing rules have a solution that is good enough. In both cases here, I don't think a new "damage" mechanic is strictly necessary.</p><p></p><p>For the curse damage, you seem to be lumping together a few different things: curses, poisons, loss of hp maximum. Each of these is already handled by the rules in less formalized terms than damage. It could just be that using a different word than "curse" would make it work better or convey your idea more clearly, but I think the existing 5e rules already cover the reduction of hit point maximum that you desire; they just use a few more words to convey the idea in 5e's natural language.</p><p></p><p><em><strong>Curse.</strong></em> Curses cause a negative effect that sticks with the target until something removes it. The important thing is that a curse has a specific effect (which can be a loss of max hp). Items, monsters, and spells all have different effects.</p><p></p><p><em><strong>Poison.</strong></em> There is poison damage, and then there are poisons. Not all poisons cause damage, and few lower max hp.</p><p></p><p><em><strong>Loss of HP Max.</strong></em> Many creatures cause a temporary reduction of hit point maximum until the end of a long rest or <em>greater restoration</em> is used. This can be through curse (mummy), poison (death dog), disease (otyugh, diseased giant rats) or necrotic damage (specter, foocubus, vampire, wight, wraith)</p><p></p><p>The difficulty with "curse" damage is that various forms of curse damage should not necessarily stack. Curse damage from a mummy and a medusa don't necessarily interact, for example. I also am not sure that the existing forms of damage should interact with curse damage. Things that would have curse damage generally have a much bigger consequence for reducing a creature to 0 hit points than taking an existing form of damage, which just renders a PC unconscious and making death saving throws.</p><p></p><p>I think that is where the descriptions for each monster come into effect. The medusa has multiple "stages" in the process of petrifying someone. Mummy rot works over time. Each of these has a built-in counter, they just are not formalized across all creatures.</p><p></p><p></p><p>As for bleed damage, I think it should be handled as it already is in the rules, as a loss of hit points done at the start of a creature's turn. The <em>sword of wounding</em>, horned devil tail, and bearded devil glaive all do this.</p></blockquote><p></p>
[QUOTE="Tormyr, post: 8107906, member: 6776887"] Before adding new things to the rules I try to see if the existing rules have a solution that is good enough. In both cases here, I don't think a new "damage" mechanic is strictly necessary. For the curse damage, you seem to be lumping together a few different things: curses, poisons, loss of hp maximum. Each of these is already handled by the rules in less formalized terms than damage. It could just be that using a different word than "curse" would make it work better or convey your idea more clearly, but I think the existing 5e rules already cover the reduction of hit point maximum that you desire; they just use a few more words to convey the idea in 5e's natural language. [I][B]Curse.[/B][/I] Curses cause a negative effect that sticks with the target until something removes it. The important thing is that a curse has a specific effect (which can be a loss of max hp). Items, monsters, and spells all have different effects. [I][B]Poison.[/B][/I] There is poison damage, and then there are poisons. Not all poisons cause damage, and few lower max hp. [I][B]Loss of HP Max.[/B][/I] Many creatures cause a temporary reduction of hit point maximum until the end of a long rest or [I]greater restoration[/I] is used. This can be through curse (mummy), poison (death dog), disease (otyugh, diseased giant rats) or necrotic damage (specter, foocubus, vampire, wight, wraith) The difficulty with "curse" damage is that various forms of curse damage should not necessarily stack. Curse damage from a mummy and a medusa don't necessarily interact, for example. I also am not sure that the existing forms of damage should interact with curse damage. Things that would have curse damage generally have a much bigger consequence for reducing a creature to 0 hit points than taking an existing form of damage, which just renders a PC unconscious and making death saving throws. I think that is where the descriptions for each monster come into effect. The medusa has multiple "stages" in the process of petrifying someone. Mummy rot works over time. Each of these has a built-in counter, they just are not formalized across all creatures. As for bleed damage, I think it should be handled as it already is in the rules, as a loss of hit points done at the start of a creature's turn. The [I]sword of wounding[/I], horned devil tail, and bearded devil glaive all do this. [/QUOTE]
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