Just like we have only one spell to cause hit point loss and only one that restricts your movement?Stalker0 said:If you strip all conditions out and make a condition track, that greatly limits the number of spells you can produce. Think of how many dnd spells cause nausea, or fatigue, stunning, etc. In the end you would have 1 spell that just knocked you down the track. That's not a bad way to go, but perhaps its a bit too simplistic for dnd.
A combination would work best, imo. One possibility is action points becoming more and more powerful the farther down the track you are. A last ditch heroic effort needs that extra boost more, ya'know?RFisher said:Of course, if you're more of the fiction-ism bent than realism (...& D&D is fantasy...) then moving down the condition track should give you bonuses instead of penalties. Heroes have to be bloodied before they really start shining.
Plane Sailing said:Firstly, it removes masses of complexity by taking away disease, poison, permanent injury, fear, nausea, morale failure etc. etc. etc. and making them all modifications to the condition track.
Swap dozens of conditions for one easy to track thing? Pure gold!
In addition, a single flat penalty is much easier to manage in practice than either changes to abilities which have knock on effects to derived bonuses or masses of different penalties.
Since I hadn't seen any copies of SWSE in my area I was going on descriptions of the system. Which talked about a threshold and that above that level injuries knocked you down the "condition track" resulting in increasing penalties to actions. Which sounded a lot like the WW deathspiral of increasing penalties as you took more damage. Previously with D&D you only got a "deathspiral" as a result of certain monster special abilities like wraiths rather than simple damage to hitpoints. I'll need to take a closer look if it's different, though I'm still leery.Plane Sailing said:I'm not sure how familiar you are with the condition track, but it is far better than you assume here.
Firstly, it removes masses of complexity by taking away disease, poison, permanent injury, fear, nausea, morale failure etc. etc. etc. and making them all modifications to the condition track.
Swap dozens of conditions for one easy to track thing? Pure gold!
In addition, a single flat penalty is much easier to manage in practice than either changes to abilities which have knock on effects to derived bonuses or masses of different penalties. Quick! What is the overall penalty from 3pts Dex damage from poison, being shaken and being nauseous at the same time!
Finally, PCs are in control of the condition track, because they can take actions during the combat round to move themselves back up the condition track, thus it isn't a death spiral (which doesn't give you any way off the merry go round of death)
Cheers
It is a death spiral. It's what should happening when a character suffers heavy damage, rather than merely as the result of monster abilities.HeavenShallBurn said:Since I hadn't seen any copies of SWSE in my area I was going on descriptions of the system. Which talked about a threshold and that above that level injuries knocked you down the "condition track" resulting in increasing penalties to actions. Which sounded a lot like the WW deathspiral of increasing penalties as you took more damage. Previously with D&D you only got a "deathspiral" as a result of certain monster special abilities like wraiths rather than simple damage to hitpoints. I'll need to take a closer look if it's different, though I'm still leery.
Plane Sailing said:Firstly, it removes masses of complexity by taking away disease, poison, permanent injury, fear, nausea, morale failure etc. etc. etc. and making them all modifications to the condition track.
Swap dozens of conditions for one easy to track thing? Pure gold!
In addition, a single flat penalty is much easier to manage in practice than either changes to abilities which have knock on effects to derived bonuses or masses of different penalties. Quick! What is the overall penalty from 3pts Dex damage from poison, being shaken and being nauseous at the same time!
Finally, PCs are in control of the condition track, because they can take actions during the combat round to move themselves back up the condition track, thus it isn't a death spiral (which doesn't give you any way off the merry go round of death)
Cheers
glass said:If by '1/3 wounded' you mean 'at 1/3 hp', then that isn't a condition track but a bog standard death spiral. I really hopr they don't put on of those in 4e.
glass said:Why is that a problem? It is pretty much what happens in real life.
In your opinion, I don't play D&D for realism or what should happen. I play it because it's more fun and one of the things that's always been most fun to me was the HP mechanic and how it allowed high-level characters to do and survive the impossible.Felon said:It is a death spiral. It's what should happening when a character suffers heavy damage, rather than merely as the result of monster abilities.
Well, the nice thing about the condition track is: It doesn't impose different penalties, but it tracks the source of the penalties.Felon said:Conditions should not be homogeneous and interchangeable. I don't want reams of spells that all just impose the same effect.