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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Ben Riggs' "What the Heck Happened with 4th Edition?" seminar at Gen Con 2023
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<blockquote data-quote="Micah Sweet" data-source="post: 9213877" data-attributes="member: 6747251"><p>My preference is for a PC to have their state of health determined when someone goes to check on them. You could roll on a table (with modifiers like how negative they are, how long they've been down, their Con bonus, what type of care they are receiving, etc.), and the result would be what injuries they've suffered and how long they'll be out of action.</p><p></p><p>Also, this is why I like gold for xp. It encouraged fighting as a last resort, and urged you to find other ways to get around what you wanted, because combat was deadly. The reaction roll helped too, as most creatures can be negotiated with and/or intimidated. Having a strong hireling culture also helped, both as protection in numbers and because if your PC did go down there was likely someone available to tend to them and make they didn't die, and while they were down the players still had henchmen to control in the fight.</p><p></p><p>The increased focus on who your character is, how cool they are, and the "story" you're telling with them over what you're all doing together as you explore and interact with the setting has, IMO, damaged this style.</p></blockquote><p></p>
[QUOTE="Micah Sweet, post: 9213877, member: 6747251"] My preference is for a PC to have their state of health determined when someone goes to check on them. You could roll on a table (with modifiers like how negative they are, how long they've been down, their Con bonus, what type of care they are receiving, etc.), and the result would be what injuries they've suffered and how long they'll be out of action. Also, this is why I like gold for xp. It encouraged fighting as a last resort, and urged you to find other ways to get around what you wanted, because combat was deadly. The reaction roll helped too, as most creatures can be negotiated with and/or intimidated. Having a strong hireling culture also helped, both as protection in numbers and because if your PC did go down there was likely someone available to tend to them and make they didn't die, and while they were down the players still had henchmen to control in the fight. The increased focus on who your character is, how cool they are, and the "story" you're telling with them over what you're all doing together as you explore and interact with the setting has, IMO, damaged this style. [/QUOTE]
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Ben Riggs' "What the Heck Happened with 4th Edition?" seminar at Gen Con 2023
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