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General Tabletop Discussion
*Pathfinder & Starfinder
Implementation of Long-Term Damage
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<blockquote data-quote="keterys" data-source="post: 4083036" data-attributes="member: 43019"><p>Well, depending on how gritty you want it to be, have certain triggers reduce your max healing surges by 1 until you receive long term medical care (or ale and whores, whatever's appropriate)</p><p></p><p>Possible triggers:</p><p>* Reaching bloodied (once per encounter)</p><p>* Being reduced to 0 hp</p><p>* Taking a critical hit that does at least X damage, where X could perhaps be Con score (possibly w/ +1/2 level), but variable depending on how gritty you desire.</p><p></p><p>You could have the healing surge penalty only kick in when resting, or have it literally remove them (which could get evil with the bloodied mechanic since you're not likely to use one before bloodied and you'd lose one as soon as you hit bloodied...). You can allow the Heal skill to combat the effects of this ability, so that only if multiple of the above triggered in a single encounter would you be hit with it. Magic items, like ye olde ring of regeneration, might soften or remove this penalty entirely.</p><p></p><p>And it's still a pretty simple system, whereas most penalties are a lot less so and the condition track discourages some D&D-like behavior... ie, actually fighting when really hurt, while not actually encouraging you to go to town.</p></blockquote><p></p>
[QUOTE="keterys, post: 4083036, member: 43019"] Well, depending on how gritty you want it to be, have certain triggers reduce your max healing surges by 1 until you receive long term medical care (or ale and whores, whatever's appropriate) Possible triggers: * Reaching bloodied (once per encounter) * Being reduced to 0 hp * Taking a critical hit that does at least X damage, where X could perhaps be Con score (possibly w/ +1/2 level), but variable depending on how gritty you desire. You could have the healing surge penalty only kick in when resting, or have it literally remove them (which could get evil with the bloodied mechanic since you're not likely to use one before bloodied and you'd lose one as soon as you hit bloodied...). You can allow the Heal skill to combat the effects of this ability, so that only if multiple of the above triggered in a single encounter would you be hit with it. Magic items, like ye olde ring of regeneration, might soften or remove this penalty entirely. And it's still a pretty simple system, whereas most penalties are a lot less so and the condition track discourages some D&D-like behavior... ie, actually fighting when really hurt, while not actually encouraging you to go to town. [/QUOTE]
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Implementation of Long-Term Damage
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