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[Warlords] Should D&D be tied to D&D Worlds?
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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 6145664" data-attributes="member: 710"><p>Is it really like any other? I think the rise in tension created by a system with panic healing is pretty important, and I am not sure other mechanics come close enough. It's bascially a tension build into every combat - hit points go away, and someone will be close to death - and a healing power reaching him in in time will avert death and put him back in the fight. The game is at a critical point - the character's death is a potential dramatic consequence, and will also make the remaining battle much harder, as the team will be down one team member, giving the enemy more ability to focus damage, and the team less damage to take down enemies. But if the healer just gets there in time, the team retains its strength. </p><p></p><p>How many other game mechanics shift between such extremes of outcomes?</p><p>Another one I could think of might be an offensive ability like a spell or powerful combat maneuver that could take out a fight. But to be really comparable, it must be an ability that cannot just be used at the start of combat. So we'd need some spells and maneuvers that must be prepared over the course of the battle. Also notable - the healing ability does not hinge on a dice roll. If you can reach the ally in time, it works. It's limit is mostly the range. This is in a way something that creates less tension, but it mean it's not luck based in general.</p><p></p><p></p><p>---</p><p></p><p></p><p>Theoretically, we could actually combine this. It's basically the concept of injury penalties like other games have them.</p><p></p><p>Say, your current hit point + your temporary hit points are compared to your normal max hit points:</p><p>151-200 %: Inspired. +1 to attacks, skill checks, saves and +5 to damage rolls.</p><p>100-150 %: Confident: +1 to skill checks and saves and +2 to damage rolls.</p><p>76-100 %: Normal.</p><p>25-75 %: Doubting. -1 to skill checks and saves.</p><p>1-25 %: Despairing: -1 to attacks, skill checks, saves and -2 to damage rolls.</p><p>0 % or less: Panicked / Defeated. Unable to fight.</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 6145664, member: 710"] Is it really like any other? I think the rise in tension created by a system with panic healing is pretty important, and I am not sure other mechanics come close enough. It's bascially a tension build into every combat - hit points go away, and someone will be close to death - and a healing power reaching him in in time will avert death and put him back in the fight. The game is at a critical point - the character's death is a potential dramatic consequence, and will also make the remaining battle much harder, as the team will be down one team member, giving the enemy more ability to focus damage, and the team less damage to take down enemies. But if the healer just gets there in time, the team retains its strength. How many other game mechanics shift between such extremes of outcomes? Another one I could think of might be an offensive ability like a spell or powerful combat maneuver that could take out a fight. But to be really comparable, it must be an ability that cannot just be used at the start of combat. So we'd need some spells and maneuvers that must be prepared over the course of the battle. Also notable - the healing ability does not hinge on a dice roll. If you can reach the ally in time, it works. It's limit is mostly the range. This is in a way something that creates less tension, but it mean it's not luck based in general. --- Theoretically, we could actually combine this. It's basically the concept of injury penalties like other games have them. Say, your current hit point + your temporary hit points are compared to your normal max hit points: 151-200 %: Inspired. +1 to attacks, skill checks, saves and +5 to damage rolls. 100-150 %: Confident: +1 to skill checks and saves and +2 to damage rolls. 76-100 %: Normal. 25-75 %: Doubting. -1 to skill checks and saves. 1-25 %: Despairing: -1 to attacks, skill checks, saves and -2 to damage rolls. 0 % or less: Panicked / Defeated. Unable to fight. [/QUOTE]
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[Warlords] Should D&D be tied to D&D Worlds?
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