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General Tabletop Discussion
*TTRPGs General
Avoiding Death Spirals WHILE making damage count
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<blockquote data-quote="Staffan" data-source="post: 8939891" data-attributes="member: 907"><p>I'm thinking maybe something like a combination of PF2's optional Stamina rules and 4e's Bloodied condition.</p><p></p><p>Somewhat simplified, the Stamina rules split the hit point pools of PCs (and NPCs/monsters you bother counting with) into two: Stamina and Hit Points, with each getting about half the total. Stamina is lost before hit points, and can be fully recovered by resting for 10 minutes and spending a Resolve point, which you'll have about 4 of (though you might want to keep one back with which to stabilize if you hit 0 hp). 8 hours rest will also recover all Stamina and Resolve points. Other than rest, you pretty much can't get Stamina back. Hit points heal as normal (which in Pathfinder is 1 hp/level/night, barring magic or medical treatment).</p><p></p><p>This means that Stamina is easy to recover during an adventuring day, so as long as you've only taken Stamina damage you are essentially unhurt. You might be tired and losing the edge you need to <strong>stay</strong> unhurt, but you're not quite there yet. It's only once you've taken hit point damage that you're actually injured.</p><p></p><p>Bloodied in 4e means you've taken more than half your hit points in damage. Conveniently, that's about where Stamina turns into Hit points, so for PCs and important NPCs this limit could be "has taken hp damage". This state probably shouldn't do anything in and of itself, but it can be a trigger for other things, both positive and negative. Maybe some monsters have abilities that can only be used on bloodied foes. Maybe being bloodied unlocks some of your abilities, as some sort of "desperation moves", or makes them work differently. But overall, it should make you more vulnerable.</p><p></p><p>If I were to implement something like this, I'd make it difficult to heal hit points and easy to heal Stamina. Perhaps healing magic heals 1 hp per die of healing, with the rest going to Stamina. That means that if you've taken hp damage, you're going to feel it for a while. It may or may not be a "this fight" problem, but it's probably going to be at least a "this day" problem, and maybe longer.</p></blockquote><p></p>
[QUOTE="Staffan, post: 8939891, member: 907"] I'm thinking maybe something like a combination of PF2's optional Stamina rules and 4e's Bloodied condition. Somewhat simplified, the Stamina rules split the hit point pools of PCs (and NPCs/monsters you bother counting with) into two: Stamina and Hit Points, with each getting about half the total. Stamina is lost before hit points, and can be fully recovered by resting for 10 minutes and spending a Resolve point, which you'll have about 4 of (though you might want to keep one back with which to stabilize if you hit 0 hp). 8 hours rest will also recover all Stamina and Resolve points. Other than rest, you pretty much can't get Stamina back. Hit points heal as normal (which in Pathfinder is 1 hp/level/night, barring magic or medical treatment). This means that Stamina is easy to recover during an adventuring day, so as long as you've only taken Stamina damage you are essentially unhurt. You might be tired and losing the edge you need to [B]stay[/B] unhurt, but you're not quite there yet. It's only once you've taken hit point damage that you're actually injured. Bloodied in 4e means you've taken more than half your hit points in damage. Conveniently, that's about where Stamina turns into Hit points, so for PCs and important NPCs this limit could be "has taken hp damage". This state probably shouldn't do anything in and of itself, but it can be a trigger for other things, both positive and negative. Maybe some monsters have abilities that can only be used on bloodied foes. Maybe being bloodied unlocks some of your abilities, as some sort of "desperation moves", or makes them work differently. But overall, it should make you more vulnerable. If I were to implement something like this, I'd make it difficult to heal hit points and easy to heal Stamina. Perhaps healing magic heals 1 hp per die of healing, with the rest going to Stamina. That means that if you've taken hp damage, you're going to feel it for a while. It may or may not be a "this fight" problem, but it's probably going to be at least a "this day" problem, and maybe longer. [/QUOTE]
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