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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Implementation of Long-Term Damage
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<blockquote data-quote="Man Of Few Posts" data-source="post: 4082655" data-attributes="member: 59089"><p>I am loving 4E currently, but there are still some things in the haze that worry me. It mostly has to do with the new extended rest mechanic in which you recover your full health after resting for 6 hours.</p><p></p><p>At first glance, I found the mechanic great because it keeps adventures fast paced and reduces the formality of the cleric healing everyone before camp. However, it does remove the possibility of long-term damage sustained by the party which would encourage them to mingle in town while their wounds closed after an adventure or seek outside help.</p><p></p><p>The dilemma comes what is the best way of implementing this that allows the players to have fun while at the same time allow their characters become weakened after a climatic near-fatal encounter and not recover instantly in 6 hours after.</p><p></p><p><strong>In your opinion, what is the best way of simulating long-term damage to a character?</strong></p><p></p><p>Ability and level damage is forbidden with the new 4E philosophy, which I am fine with because I never liked working out my strength score after I got hit with a ray of enfeeblement. That’s the only restriction we have to going around this sort of thing. I am hoping that WotC figured this out, but house ruling it in is just as easy however.</p><p></p><p>What I am leaning towards to right now is restricting the amount of Healing Surges a character gets to represent their more fragile condition. They are just as capable of fighting, but each fight becomes steadily more difficult. </p><p></p><p>Example of long term condition:</p><p><strong>Inner Rot</strong></p><p>Magical Ailment</p><p>Effect: Every time the character rests, the maximum of Healing Surges he or she can use per day back is reduced by one. When the number of Healing Surges per day reaches 0, the character enters a feverish coma and becomes helpless until the Inner Rot is cured.</p></blockquote><p></p>
[QUOTE="Man Of Few Posts, post: 4082655, member: 59089"] I am loving 4E currently, but there are still some things in the haze that worry me. It mostly has to do with the new extended rest mechanic in which you recover your full health after resting for 6 hours. At first glance, I found the mechanic great because it keeps adventures fast paced and reduces the formality of the cleric healing everyone before camp. However, it does remove the possibility of long-term damage sustained by the party which would encourage them to mingle in town while their wounds closed after an adventure or seek outside help. The dilemma comes what is the best way of implementing this that allows the players to have fun while at the same time allow their characters become weakened after a climatic near-fatal encounter and not recover instantly in 6 hours after. [B]In your opinion, what is the best way of simulating long-term damage to a character?[/B] Ability and level damage is forbidden with the new 4E philosophy, which I am fine with because I never liked working out my strength score after I got hit with a ray of enfeeblement. That’s the only restriction we have to going around this sort of thing. I am hoping that WotC figured this out, but house ruling it in is just as easy however. What I am leaning towards to right now is restricting the amount of Healing Surges a character gets to represent their more fragile condition. They are just as capable of fighting, but each fight becomes steadily more difficult. Example of long term condition: [B]Inner Rot[/B] Magical Ailment Effect: Every time the character rests, the maximum of Healing Surges he or she can use per day back is reduced by one. When the number of Healing Surges per day reaches 0, the character enters a feverish coma and becomes helpless until the Inner Rot is cured. [/QUOTE]
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Implementation of Long-Term Damage
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