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Is it worth taking damage in order to do your stuff?
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<blockquote data-quote="jodyjohnson" data-source="post: 6783276" data-attributes="member: 5590"><p>I like to run a combination of 'HP as Plot Armor/Stamina/Luck' and <em>Lingering Injuries</em> so 'damage' is usually just loss of HP (a quickly regenerating resource). Heroes can usually 'take damage' as part of a challenge and not actually suffer injuries. Whereas on criticals, failed saves with a '1', and dropping to 0 they suffer some form of <em>Lingering Injury</em>.</p><p></p><p>In that case, since a spell doesn't require that 'damage' is an <strong>injury</strong> I would assume that one could run the stairway with the understanding that it might cause <strong>injury</strong> but that skill and luck would allow one to avoid it (most of the time). It would be done in a way that worked in the story such as acrobatics or armor allowing one to pass without harm.</p><p></p><p>This requires most spells and sources of 'damage' to not be unavoidable walls of harmful effects but rather swirling flames or spaced blades/laser beams that one might avoid through skill or luck.</p><p></p><p>I realize most players prefer to treat successful attacks (or unsuccessful saves) as 'hits' and loss of HP as 'damage' but I find treating them differently allows us to match the combat mechanics with the HP recovery mechanics in a way that simulates 'story'.</p></blockquote><p></p>
[QUOTE="jodyjohnson, post: 6783276, member: 5590"] I like to run a combination of 'HP as Plot Armor/Stamina/Luck' and [I]Lingering Injuries[/I] so 'damage' is usually just loss of HP (a quickly regenerating resource). Heroes can usually 'take damage' as part of a challenge and not actually suffer injuries. Whereas on criticals, failed saves with a '1', and dropping to 0 they suffer some form of [I]Lingering Injury[/I]. In that case, since a spell doesn't require that 'damage' is an [B]injury[/B] I would assume that one could run the stairway with the understanding that it might cause [B]injury[/B] but that skill and luck would allow one to avoid it (most of the time). It would be done in a way that worked in the story such as acrobatics or armor allowing one to pass without harm. This requires most spells and sources of 'damage' to not be unavoidable walls of harmful effects but rather swirling flames or spaced blades/laser beams that one might avoid through skill or luck. I realize most players prefer to treat successful attacks (or unsuccessful saves) as 'hits' and loss of HP as 'damage' but I find treating them differently allows us to match the combat mechanics with the HP recovery mechanics in a way that simulates 'story'. [/QUOTE]
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Is it worth taking damage in order to do your stuff?
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