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<blockquote data-quote="Chaosmancer" data-source="post: 8788099" data-attributes="member: 6801228"><p>It makes sense why they don't though. I know some people are all about the grind, but these sort of wounds can't be easily healed, and DnD is largely a combat game where the majority of things happen in melee. </p><p></p><p>Sure, the wizard might be fine if a broken arm takes 30 long rests to heal, because they can act just as effectively with it. But a fighter? They are going to be ruined in their ability to contribute, and they are the most likely to suffer that sort of injury, being in melee all the time. And there isn't a good way to balance that to make it find.</p><p></p><p>I remember one of the few times I played Rogue Trader I made a combat focused character. First attack he recieved was a crit, and basically took him out of all combat for the rest of the campaign (it was short-lived due to IRL stuff) and that... wasn't fun. </p><p></p><p>Actually, I remember it happening in Cold Steel Wardens too. A player was hit by a massive attack, suffered multiple severe injuries, and basically had multiple months of hospitalization. In a game where they were heroes investigating villains that needed to be stopped in a matter of days. They'd have been better off if their character had just died and they had to make a new one. So then they were healed using a super, and walked it off in an afternoon, which felt anti-climatic for how badly injured they had been.</p><p></p><p>I know some people want that sort of experience, but I've always seen that as just adding a lot of frustration for the players to deal with. If the first combat ends with you having suffered broken bones, then you either need magical healing to fix it and ignore the issue, or you spend the rest of the adventure gimped and being unable to effectively contribute. All because of dice luck. And all it adds are some descriptions.</p></blockquote><p></p>
[QUOTE="Chaosmancer, post: 8788099, member: 6801228"] It makes sense why they don't though. I know some people are all about the grind, but these sort of wounds can't be easily healed, and DnD is largely a combat game where the majority of things happen in melee. Sure, the wizard might be fine if a broken arm takes 30 long rests to heal, because they can act just as effectively with it. But a fighter? They are going to be ruined in their ability to contribute, and they are the most likely to suffer that sort of injury, being in melee all the time. And there isn't a good way to balance that to make it find. I remember one of the few times I played Rogue Trader I made a combat focused character. First attack he recieved was a crit, and basically took him out of all combat for the rest of the campaign (it was short-lived due to IRL stuff) and that... wasn't fun. Actually, I remember it happening in Cold Steel Wardens too. A player was hit by a massive attack, suffered multiple severe injuries, and basically had multiple months of hospitalization. In a game where they were heroes investigating villains that needed to be stopped in a matter of days. They'd have been better off if their character had just died and they had to make a new one. So then they were healed using a super, and walked it off in an afternoon, which felt anti-climatic for how badly injured they had been. I know some people want that sort of experience, but I've always seen that as just adding a lot of frustration for the players to deal with. If the first combat ends with you having suffered broken bones, then you either need magical healing to fix it and ignore the issue, or you spend the rest of the adventure gimped and being unable to effectively contribute. All because of dice luck. And all it adds are some descriptions. [/QUOTE]
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