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How Can I Make 4e Into A Gritty Survival Game?
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<blockquote data-quote="Argyle King" data-source="post: 7651915" data-attributes="member: 58416"><p>Another thing I would personally do if I were trying to make 4E gritty would be to ditch the default save system as much as possible and replace it with what would essentially be the disease track. I feel that is a 4E idea which should have been used a lot more, and there are a lot of things which can be handled with it. An injury might be a "disease" which is treated by heal checks to set the bone or wrap bandages or whatever the case may be; success gets you closer to being healed, but doesn't heal you completely. This can be handled in a way similar to some of the ideas suggested by the OP, but without needing to fiddle with HP or surges at all. Instead, different types of injuries can take different amounts of time. A twisted ankle or a stress fracture may be something which can be cured with a few checks over a short amount of time. In contrast, something like a compound fracture may take several checks, and the amount of time between checks would be greater. </p><p></p><p>I'd even go so far as to look for ways to use the disease track to handle things such as crafting. Success would move you closer to creating the product desired; a failure might stagnate your progress; bad enough failure would take you further away.</p></blockquote><p></p>
[QUOTE="Argyle King, post: 7651915, member: 58416"] Another thing I would personally do if I were trying to make 4E gritty would be to ditch the default save system as much as possible and replace it with what would essentially be the disease track. I feel that is a 4E idea which should have been used a lot more, and there are a lot of things which can be handled with it. An injury might be a "disease" which is treated by heal checks to set the bone or wrap bandages or whatever the case may be; success gets you closer to being healed, but doesn't heal you completely. This can be handled in a way similar to some of the ideas suggested by the OP, but without needing to fiddle with HP or surges at all. Instead, different types of injuries can take different amounts of time. A twisted ankle or a stress fracture may be something which can be cured with a few checks over a short amount of time. In contrast, something like a compound fracture may take several checks, and the amount of time between checks would be greater. I'd even go so far as to look for ways to use the disease track to handle things such as crafting. Success would move you closer to creating the product desired; a failure might stagnate your progress; bad enough failure would take you further away. [/QUOTE]
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