Does the Death Curve Beat the Death Spiral?

IMO, it sounds like a death curve is functionally just a death spiral that's graded. It's still a death spiral though.

Personally, I don't much care for death spirals. They disincentivize players from engaging with the combat system, the closer the character is to death (HP already does this, but death spirals add a significant additional incentive to avoid dangerous situations if you're at or near the threshold to begin spiraling). I would much rather see a system that changes how players engage with combat as their characters approach death, rather than acting entirely as a disincentive. I'll refer to this as a Death Balance mechanic (despite it sounding like a butter substitute that gives you high cholesterol).

A simplistic death spiral mechanic might be that you suffer -10 movement and disadvantage on all rolls, once you hit 50% HP. This makes it more likely that such a character will die, since the movement penalty makes it more difficult to withdraw, and disadvantage makes it more difficult to win.

A death balance mechanic could be implemented in numerous ways.

For example, say that you want to encourage players to run away when low on health. A simplistic approach, based on the sample death spiral above, would be upon reaching 50% HP the character gains +10 movement, but has disadvantage on all rolls except those related to escaping combat. (Explain it as adrenaline, or however you prefer.)

Alternately, you could come up with multiple such mechanics, and let the player choose the one they feel applies best to their character. For example, the fighter might decide that his character goes on the defensive, suffering disadvantage on attacks, but enemies also suffer disadvantage to attack him. Whereas the barbarian chooses to deal double damage, but suffers double damage in return.
 

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IMO, it sounds like a death curve is functionally just a death spiral that's graded. It's still a death spiral though.
Sure. It's like a death spiral with a soft landing. And emphasis on a gradual beginning.

Personally, I don't much care for death spirals. They disincentivize players from engaging with the combat system, the closer the character is to death (HP already does this, but death spirals add a significant additional incentive to avoid dangerous situations if you're at or near the threshold to begin spiraling).
That's sort of an historical thing, though. If you get your butt kicked, it's time to flee or submit. Unless you're a pro wrestler, in which case you just breathe heavily until all your energy comes back.

I would much rather see a system that changes how players engage with combat as their characters approach death, rather than acting entirely as a disincentive. I'll refer to this as a Death Balance mechanic (despite it sounding like a butter substitute that gives you high cholesterol).
I would much rather the dang cleric cast some healing on me instead of trying to be a front-line hero. But yeah, Death Balance could be fun. Even if it increases one's risk of ghast encounters.
 

It depends on the degree of simulation vs heroism you prefer in your game of choice. Death curve is often found in games with armor damage reduction and hit locations, which feel more realistic. The players act accordingly, avoiding fights, playing dirty tricks or only picking fights they think they can win.

I like both systems.
Similar experiences. I've only met a few games where the curve was not a steady spiral...
CP 2013 comes to mind, but CORPS is better at it.
CORPS' penalties are super severe, but they don't inherently cripple and they don't cumulate much.
The damage from a given wound isn't from a pool of hit points; it's a penalty to the location. A second hit, does not directly cumulate. The highest hit in the location is the base, and 1 point per additional wound. Each heals separately, so they last a while. But the various locations don't have full effect. An arm impairment is halved for torso tasks, a torso impairment for any limb or the head... Biggest one on the task to stay alive...
I prefer the open honesty of the spiral, as the stairstep of CORPS just feels like punishment.
straight HP is less fun for me.
 

Sure. It's like a death spiral with a soft landing. And emphasis on a gradual beginning.

So, I foresee a gameplay issue in this.

The difference between a "spiral" and a "curve" is really in how tight the curve is - so how stiff the penalties are.

And therin lies the problem, which lies in human perception - if the curve is too steep, it is a death spiral. If it is not steep enough, it isn't really perceptible, and is discounted by the player.

The concept here relies on there actually being a middle ground, in which the player cares about the penalties enough to impact play, but it not being a death spiral. It also requires that the character actually lingers in this shallow-curve region long enough to matter on decisions.

I don't know if that middle ground actually exists.
 

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