Tony Vargas
Legend
"..just long enough to do something heroic at the critical moment," is how I described the genre convention. Yes.So, we want to model disabilities that we expect won't really be an issue, because the heroes overcome them anyway?
Perhaps, to use 4e as a starting point, you could have serious wounds, energy drains, and the other things the OP is fretting about tracked on something that works like the Disease mechanic: a track that gives penalties or conditions that advance or get better daily based on some sort of check. But, at critical moments - when spending an action point or using a daily, perhaps - the character can temporarily ignore those penalties.
Not sure what that would translate to in 5e. Maybe some sort of 'drama point' or 'plot coupon' in a storytelling-oriented module?
I do often wonder that about a lot of these 'controversial' issues. Characters in heroic fantasy do all kinds of crazy things, and get favored by 'chance' (plot) to a highly improbable degree, yet mechanics that try to capture that catch a lot of flack. :shrug:There's a desire to put in modifiers, sure. But, if, when all is said and done, we expect (and thus design the system so that) the hero *will* overcome those modifiers, why are we putting them in at all?
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