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Avoiding Death Spirals WHILE making damage count
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<blockquote data-quote="Pedantic" data-source="post: 8939888" data-attributes="member: 6690965"><p>Speaking more specifically to your proposed system, how do you avoid creating a situation where some PCs want to get hurt and stay hurt all the time? Hit point attrition isn't generally spread out evenly between characters, and a lot of damage mitigation tends to come down to positioning (ideally, your robe wearing wizard is mostly standing somewhere they don't get hit). If there's a benefit to being injured, especially an aggressive one, then you might end up creating a potentially very negative glass cannon play loop for some character classes, where they want to try and drop down to say, 1/2 health, and then pointedly avoid taking any more damage while squeezing as much value as they can out of their desperation points.</p><p></p><p>That may actually be a terrible plan in practice (seeing as the actual chance of death goes up significantly), but it has the downside of looking like a good optimization case on paper, and could create a negative play experience if a player commits to it. Worse, might exacerbate/encourage an antagonistic GM/player relationship, because the player is putting even more weight than usual on not getting hit and is potentially more likely to take any attack that breaks their equilibrium more personally.</p></blockquote><p></p>
[QUOTE="Pedantic, post: 8939888, member: 6690965"] Speaking more specifically to your proposed system, how do you avoid creating a situation where some PCs want to get hurt and stay hurt all the time? Hit point attrition isn't generally spread out evenly between characters, and a lot of damage mitigation tends to come down to positioning (ideally, your robe wearing wizard is mostly standing somewhere they don't get hit). If there's a benefit to being injured, especially an aggressive one, then you might end up creating a potentially very negative glass cannon play loop for some character classes, where they want to try and drop down to say, 1/2 health, and then pointedly avoid taking any more damage while squeezing as much value as they can out of their desperation points. That may actually be a terrible plan in practice (seeing as the actual chance of death goes up significantly), but it has the downside of looking like a good optimization case on paper, and could create a negative play experience if a player commits to it. Worse, might exacerbate/encourage an antagonistic GM/player relationship, because the player is putting even more weight than usual on not getting hit and is potentially more likely to take any attack that breaks their equilibrium more personally. [/QUOTE]
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