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How do you describe hp loss?
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<blockquote data-quote="sniffles" data-source="post: 3160089" data-attributes="member: 30035"><p>I like your concept of making the damage seem more 'real' instead of just numbers, but as a player I'd want to be the one determining what condition my character is in - or more importantly, how my character conveys his condition to the other characters. You can't always tell how badly hurt someone is by a visual assessment, and injuries that bleed a lot aren't necessarily serious. I don't like the idea of the GM telling me what my character is doing except when absolutely necessary as with a spell effect, for example.</p><p></p><p>I have one GM who usually gives a one-line description of damage based on how well the NPC rolled, such as "his sword skitters off your armor" for a failed to-hit roll, or "you feel a sharp pain in your left leg as his blade pierces your thigh" for a minor wound. I like that sort of description. It's short and sweet. </p><p></p><p>While the concept of including fatigue or some type of ability modifier for heavy damage appeals to the realist in me, D&D isn't a realistic game and making such modifications slows the game down in a way that I don't personally enjoy. I'd prefer to keep the effects of damage to simple description and roleplay rather than game mechanics.</p></blockquote><p></p>
[QUOTE="sniffles, post: 3160089, member: 30035"] I like your concept of making the damage seem more 'real' instead of just numbers, but as a player I'd want to be the one determining what condition my character is in - or more importantly, how my character conveys his condition to the other characters. You can't always tell how badly hurt someone is by a visual assessment, and injuries that bleed a lot aren't necessarily serious. I don't like the idea of the GM telling me what my character is doing except when absolutely necessary as with a spell effect, for example. I have one GM who usually gives a one-line description of damage based on how well the NPC rolled, such as "his sword skitters off your armor" for a failed to-hit roll, or "you feel a sharp pain in your left leg as his blade pierces your thigh" for a minor wound. I like that sort of description. It's short and sweet. While the concept of including fatigue or some type of ability modifier for heavy damage appeals to the realist in me, D&D isn't a realistic game and making such modifications slows the game down in a way that I don't personally enjoy. I'd prefer to keep the effects of damage to simple description and roleplay rather than game mechanics. [/QUOTE]
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