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Avoiding Death Spirals WHILE making damage count
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<blockquote data-quote="Blue" data-source="post: 8939956" data-attributes="member: 20564"><p>One thing I have in one of the two systems I'm working on is that there are worsening penalties for damage, which includes on checks to avoid more damage. Classic death spiral.</p><p></p><p>But all PCs have a special feature that I tongue-in-cheek call "When the going gets Tough...". Basically, for the last band of penalties, for anyone with this feature have it reversed. So when the chips are down and you are the most hurt, you have this big boost to everything you.</p><p></p><p>And that everything includes resisting more damage, so it's in a way a hidden buffer between "Oh poo!" and actual character death - great for jacking up tension in a scene and making the players feel like they just managed to pull through.</p></blockquote><p></p>
[QUOTE="Blue, post: 8939956, member: 20564"] One thing I have in one of the two systems I'm working on is that there are worsening penalties for damage, which includes on checks to avoid more damage. Classic death spiral. But all PCs have a special feature that I tongue-in-cheek call "When the going gets Tough...". Basically, for the last band of penalties, for anyone with this feature have it reversed. So when the chips are down and you are the most hurt, you have this big boost to everything you. And that everything includes resisting more damage, so it's in a way a hidden buffer between "Oh poo!" and actual character death - great for jacking up tension in a scene and making the players feel like they just managed to pull through. [/QUOTE]
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Avoiding Death Spirals WHILE making damage count
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