I wanted to start a thread about houserules for Lasting Effects. Your wounds (broken arm et al), and other things that stick around. What are your ideas?
Over on the 5e forum [MENTION=2011]KarinsDad[/MENTION] complained that there are no real effects to PCs beyond the encounter, or beyond that day. They specified that disease are a joke. I would add that the Rust Monster, the quintessential "I break your stuff", is a joke in 4e. There's further talk of desiring long-lasting consequences.
Then, on the topic of Level Drain, I came across this:
My thinking is that while it's a lasting condition, the PC is not saddled with it forever (unlike a drained level in earlier editions). There are multiple ways that one could address this:
Over on the 5e forum [MENTION=2011]KarinsDad[/MENTION] complained that there are no real effects to PCs beyond the encounter, or beyond that day. They specified that disease are a joke. I would add that the Rust Monster, the quintessential "I break your stuff", is a joke in 4e. There's further talk of desiring long-lasting consequences.
Then, on the topic of Level Drain, I came across this:
I like that idea. And of course this sort of condition can stack (so if you get it twice, it'd be -2 to hit/skill checks, -6 to HP).Eh, the losing XP part I'm glad is gone, but I'd rather it just did a -1 to hit, -1 to skill checks and -3 hit points would have been plenty well enough.
My thinking is that while it's a lasting condition, the PC is not saddled with it forever (unlike a drained level in earlier editions). There are multiple ways that one could address this:
- After an extended rest, give the player a saving throw. If they fail, they're stuck with it until (insert).
- They must go on some sort of quest to fix it (bathe in a sacred pool, blessed by a herophant, drink the blood of an angel).
- The condition lasts until they gain a new level.
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