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Game Theory. CR and 5E Encounter System.
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<blockquote data-quote="werecorpse" data-source="post: 7426800" data-attributes="member: 55491"><p>I use this system because I run a campaign where I want the characters to sometimes need to rest longer than a day to be fully recovered after having the snot beaten out of them. After running this system for a while the party had been through a fairly gruelling adventure and all melee types had at least one lingering injury, one had 3. I think the guy who had 3 was vulnerable to piercing damage, gained only half benefit from healing and was at disadvantage on wisdom ability checks. That's the most it's ever gotten too. After spending a few weeks back in town they were ready to adventure again.</p><p></p><p>IME death spirals exist in games like savage worlds where you accumulate penalties mid combat and once you are on the slippery slope it's a quick trip to the mortuary.</p><p></p><p> I like the d&d hit points mechanic and the fact that there is no difference between 1hp and full HP during the fight, and no difference if you have been knocked down and healed back. I didn't want the slippery slope to appear until after the combat- hence my limit to not having a lingering injury until after a long rest (anyone who is over 35 and plays sport irregularly knows what I mean). I simply want the players to maybe assess their own abilities after taking a few injuries and have a mechanical reason to say "let's get some r&r instead of heading back into the dungeon".</p></blockquote><p></p>
[QUOTE="werecorpse, post: 7426800, member: 55491"] I use this system because I run a campaign where I want the characters to sometimes need to rest longer than a day to be fully recovered after having the snot beaten out of them. After running this system for a while the party had been through a fairly gruelling adventure and all melee types had at least one lingering injury, one had 3. I think the guy who had 3 was vulnerable to piercing damage, gained only half benefit from healing and was at disadvantage on wisdom ability checks. That's the most it's ever gotten too. After spending a few weeks back in town they were ready to adventure again. IME death spirals exist in games like savage worlds where you accumulate penalties mid combat and once you are on the slippery slope it's a quick trip to the mortuary. I like the d&d hit points mechanic and the fact that there is no difference between 1hp and full HP during the fight, and no difference if you have been knocked down and healed back. I didn't want the slippery slope to appear until after the combat- hence my limit to not having a lingering injury until after a long rest (anyone who is over 35 and plays sport irregularly knows what I mean). I simply want the players to maybe assess their own abilities after taking a few injuries and have a mechanical reason to say "let's get some r&r instead of heading back into the dungeon". [/QUOTE]
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