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Avoiding Death Spirals WHILE making damage count
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<blockquote data-quote="Asisreo" data-source="post: 8939879" data-attributes="member: 7019027"><p>The simple answer: HP isn't "hit points" as in the number of hits you can take, it's an abstraction of the flow of combat and yourself. Taking 10 points of HP damage means that your generally on the backfoot due to the enemy's action. How the DM wants to arbitrate that is up to the imagination. Maybe the big, tough guy is getting nicked alot and is slowing down. Maybe the swift, dexterous gal is getting tired of dodging attacks. Maybe the spellcaster is running low on their passive defensive magic. While it doesn't address the exact problem, it might target the underlying issue that player a feel like taking 20 direct hits should slow you down somehow.</p><p></p><p>Another answer: The above answer is both system agnostic and leaves everything RAW. This next solution is something borrowed from a game Library of Ruina which I think offers an interesting mechanic.</p><p></p><p>Emotion Coins: </p><p></p><p>Whenever you make an attack, or are the target of an attack (or harmful effect), you gain an emotion coin. This emotion coin can be positive (heads-up) or negative (tails-up). </p><p></p><p>If you succeed at what you are doing, either successfully attacking or avoiding damage/effects, you gain a positive emotion coin. If you fail, you gain a negative emotion coin. </p><p></p><p>At the end of the round, you can tally up your emotion coins to see how many you have. If you have 3 or more, you gain an effect. If you have less, they carry over to your next round. Every time you gain a positive effect, you need one more emotion coin to get the next effect on the next round. So, if someone has two effects already, they need 5 emotion coins to get a third effect at the end of the round. Emotion coins carry over between rounds. </p><p></p><p>If you have a majority positive coins, you gain a small, strictly positive effect. For example, you might gain a +1 AC for the rest of the combat. </p><p></p><p>If you have a majority negative coins, you gain an effect with a large power-buff but with a consequence as well. For example, you might deal double damage for the rest of the day, but you attacks against you have advantage and you have disadvantage on your saving throws. Or you might be able to cast your next spell without consuming a spell slot but your initiative from then-on will always be 1. </p><p></p><p>These aren't necessarily completely a spiral, and as the game goes on, things begin to accelerate. Keep in mind, that means that players might actually be stronger the more damage they take.</p></blockquote><p></p>
[QUOTE="Asisreo, post: 8939879, member: 7019027"] The simple answer: HP isn't "hit points" as in the number of hits you can take, it's an abstraction of the flow of combat and yourself. Taking 10 points of HP damage means that your generally on the backfoot due to the enemy's action. How the DM wants to arbitrate that is up to the imagination. Maybe the big, tough guy is getting nicked alot and is slowing down. Maybe the swift, dexterous gal is getting tired of dodging attacks. Maybe the spellcaster is running low on their passive defensive magic. While it doesn't address the exact problem, it might target the underlying issue that player a feel like taking 20 direct hits should slow you down somehow. Another answer: The above answer is both system agnostic and leaves everything RAW. This next solution is something borrowed from a game Library of Ruina which I think offers an interesting mechanic. Emotion Coins: Whenever you make an attack, or are the target of an attack (or harmful effect), you gain an emotion coin. This emotion coin can be positive (heads-up) or negative (tails-up). If you succeed at what you are doing, either successfully attacking or avoiding damage/effects, you gain a positive emotion coin. If you fail, you gain a negative emotion coin. At the end of the round, you can tally up your emotion coins to see how many you have. If you have 3 or more, you gain an effect. If you have less, they carry over to your next round. Every time you gain a positive effect, you need one more emotion coin to get the next effect on the next round. So, if someone has two effects already, they need 5 emotion coins to get a third effect at the end of the round. Emotion coins carry over between rounds. If you have a majority positive coins, you gain a small, strictly positive effect. For example, you might gain a +1 AC for the rest of the combat. If you have a majority negative coins, you gain an effect with a large power-buff but with a consequence as well. For example, you might deal double damage for the rest of the day, but you attacks against you have advantage and you have disadvantage on your saving throws. Or you might be able to cast your next spell without consuming a spell slot but your initiative from then-on will always be 1. These aren't necessarily completely a spiral, and as the game goes on, things begin to accelerate. Keep in mind, that means that players might actually be stronger the more damage they take. [/QUOTE]
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