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<blockquote data-quote="Mark CMG" data-source="post: 5808942" data-attributes="member: 10479"><p>I'm talking about my game as in the one I am designing, not as in the specific campaign I am running. I agree that "how much combat" is a campaign issue for the GM but in terms of how the rules work to balance and "potentially" help game pacing, I'm feeling this is a good way to go for a game that is meant to help emulate a genre and not a specific setting.</p><p></p><p></p><p>Not getting stabbed constantly seems like a good plan and being wounded should mean something for a game of this genre. I think nicks and scrapes from travel and some bruises and cuts from brawls are part of the genre and shouldn't be too big a deal. But a couple/few dozen near death experiences in a lifetime seem like more than enough for any adventurer of legend. I think having most characters near death in each and every combat, and several times a day, cheapens the actual impact fo what that experience should mean. Some games try to keep it meaningful by always having the threat looming over the players with relatively few HP even at mid-levels compared to the challenges they face. Other games throw bigger and bigger creatures who do more and more damage at the player characters, in essence given them tons of HP but making the HP relatively meaningless, as if simply having bigger numbers lasts long as more than false excitement. I'm good with a middle ground on both those scores but having the HP become actually precious enough that the players don't want to constantly be losing them and replacing them again and again. </p><p></p><p></p><p>There's also a long term clock mentality that might not feel like a lot of pressure early in the career of an adventurer but as battles are fought and time moves along the conflict between becoming more familiar with a character and becoming more aware that the character cannot last forever grows stronger. This is a genre conceit we get from series of books where we get to know the protagonist over several books but sooner or later they get older or even pass on. It's pathos for the fagility of life that exists in even the strongest of heroes.</p></blockquote><p></p>
[QUOTE="Mark CMG, post: 5808942, member: 10479"] I'm talking about my game as in the one I am designing, not as in the specific campaign I am running. I agree that "how much combat" is a campaign issue for the GM but in terms of how the rules work to balance and "potentially" help game pacing, I'm feeling this is a good way to go for a game that is meant to help emulate a genre and not a specific setting. Not getting stabbed constantly seems like a good plan and being wounded should mean something for a game of this genre. I think nicks and scrapes from travel and some bruises and cuts from brawls are part of the genre and shouldn't be too big a deal. But a couple/few dozen near death experiences in a lifetime seem like more than enough for any adventurer of legend. I think having most characters near death in each and every combat, and several times a day, cheapens the actual impact fo what that experience should mean. Some games try to keep it meaningful by always having the threat looming over the players with relatively few HP even at mid-levels compared to the challenges they face. Other games throw bigger and bigger creatures who do more and more damage at the player characters, in essence given them tons of HP but making the HP relatively meaningless, as if simply having bigger numbers lasts long as more than false excitement. I'm good with a middle ground on both those scores but having the HP become actually precious enough that the players don't want to constantly be losing them and replacing them again and again. There's also a long term clock mentality that might not feel like a lot of pressure early in the career of an adventurer but as battles are fought and time moves along the conflict between becoming more familiar with a character and becoming more aware that the character cannot last forever grows stronger. This is a genre conceit we get from series of books where we get to know the protagonist over several books but sooner or later they get older or even pass on. It's pathos for the fagility of life that exists in even the strongest of heroes. [/QUOTE]
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