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<blockquote data-quote="zakael19" data-source="post: 9893028" data-attributes="member: 7044099"><p>When you're vulnerable from being out of stress, any further stress is a direct HP mark with no ability to reduce. One of the things the book encourages the GM to do as a consequence on a roll with fear is talk about how the Action stresses the PC (physical exertion, mental wear, etc) and have them mark one as a "default consequence."</p><p></p><p>This can rack up fast, a creature hitting you when you're Vulnerable (they have Advantage vs the PC, and non-zero amount of extra damage/debilittion abilities key off of Vulnerable) can hurt, oh AND if you are forced to lose a Hope and are out of Hope you need to mark 2 Stress...and if you're out of stress that's direct HP again...).</p><p></p><p>So yeah, no, it feeds into each other way more than what you're saying here.</p><p></p><p></p><p>The way to handle this is ofc to use Golden Opportunities / require an Action Roll or Reaction Roll. It's not explicit core, but you can state the conditions and ask as the GM. Some Adversaries have control abilities similar to PCs as well. Leaving this open to fictional situations or the places where it's explicit prevents some of the 5e stickiness.</p><p></p><p></p><p></p><p>This exists already? GMs make moves when a player:</p><p></p><p>"•Does something that would have consequences.</p><p>•Gives you a golden opportunity.</p><p>•Looks to you for what happens next."</p><p></p><p>I would never allow a single character to string together moves endlessly. Not only is that a violation of a host of GM and Player principles, after each Action the player is looking to you to see how the world reacts. The rest of the group isn't allowed to just stand there with their thumbs in their mouth.</p><p></p><p></p><p>Exists, bespoke in abilities that do this (<em>Asleep, Fascinated, </em>etc).</p><p></p><p></p><p></p><p>Exists, in domain cards which create this (and Poisoned as well); easy to include if a PC does something that would do it (its super easy to do 4e style "stunts" in DH).</p><p></p><p></p><p></p><p>There's some cases of this already for both PCs and Adversaries; but one complexity here is how DH isn't built around an expectation of slow HP attrition that's automatic upon entering an area. Mostly that sort of thing prompts for a Reaction Roll on the PC's next spotlight to see if they avoid damage/conditions, or they have it as an aura that drains Hope.</p><p></p><p>But see:</p><p>"<em><strong>Thorny Armor - Reaction:</strong></em> When the Knight takes damage from an attack within Melee range, you can mark a Stress to deal 1d10+5 physical damage to the attacker."</p><p></p><p></p><p></p><p>This exists, it's called "Slow" and literally does exactly this. The GM spotlights an adversary, says what they're getting ready to do, and the <em>next </em>spotlight/GM turn they unleash something devastating so there's space for PCs to do stuff.</p><p></p><p>So yeah, I think a lot of your complaints are in teh system, they're just not in a unified list of stuff?</p></blockquote><p></p>
[QUOTE="zakael19, post: 9893028, member: 7044099"] When you're vulnerable from being out of stress, any further stress is a direct HP mark with no ability to reduce. One of the things the book encourages the GM to do as a consequence on a roll with fear is talk about how the Action stresses the PC (physical exertion, mental wear, etc) and have them mark one as a "default consequence." This can rack up fast, a creature hitting you when you're Vulnerable (they have Advantage vs the PC, and non-zero amount of extra damage/debilittion abilities key off of Vulnerable) can hurt, oh AND if you are forced to lose a Hope and are out of Hope you need to mark 2 Stress...and if you're out of stress that's direct HP again...). So yeah, no, it feeds into each other way more than what you're saying here. The way to handle this is ofc to use Golden Opportunities / require an Action Roll or Reaction Roll. It's not explicit core, but you can state the conditions and ask as the GM. Some Adversaries have control abilities similar to PCs as well. Leaving this open to fictional situations or the places where it's explicit prevents some of the 5e stickiness. This exists already? GMs make moves when a player: "•Does something that would have consequences. •Gives you a golden opportunity. •Looks to you for what happens next." I would never allow a single character to string together moves endlessly. Not only is that a violation of a host of GM and Player principles, after each Action the player is looking to you to see how the world reacts. The rest of the group isn't allowed to just stand there with their thumbs in their mouth. Exists, bespoke in abilities that do this ([I]Asleep, Fascinated, [/I]etc). Exists, in domain cards which create this (and Poisoned as well); easy to include if a PC does something that would do it (its super easy to do 4e style "stunts" in DH). There's some cases of this already for both PCs and Adversaries; but one complexity here is how DH isn't built around an expectation of slow HP attrition that's automatic upon entering an area. Mostly that sort of thing prompts for a Reaction Roll on the PC's next spotlight to see if they avoid damage/conditions, or they have it as an aura that drains Hope. But see: "[I][B]Thorny Armor - Reaction:[/B][/I] When the Knight takes damage from an attack within Melee range, you can mark a Stress to deal 1d10+5 physical damage to the attacker." This exists, it's called "Slow" and literally does exactly this. The GM spotlights an adversary, says what they're getting ready to do, and the [I]next [/I]spotlight/GM turn they unleash something devastating so there's space for PCs to do stuff. So yeah, I think a lot of your complaints are in teh system, they're just not in a unified list of stuff? [/QUOTE]
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