Level Drain, Lasting Wounds, and Other Long-Term Conditions

I DM a fairly 4th core game. I use the disease rules often to simulate injuries. If somebody drops unconcious, they have a chance of getting a serious injury. I got sick of people not caring if they drop, knowing they will just be up again next turn when the clerics turn comes around.

A few broken arms (cannot use off hand), fractured ribs (vulnerable 2) and smashed feet (slowed) later, they suddenly care about damage a bit more. These injuries will last at least for the rest of the day. Sometimes they are used as plot devices to make people take a rest for a while.

The opposite of the 15MD problem?

I personally don't want to end up in a situation, either as a PC or a DM, where PCs are too afraid to adventure due to accumulated long-term damage. I've gone through that in too many systems, and it's not fun.

In my games, traps generally either take healing surges, or cause ongoing injuries. If the PCs are happy to trigger the trap, knowing the cleric will just heal them up, then you can bet they will get an unexpected injury from it.

I can agree with having a problem with the cavalier attitude toward dropping and bouncing back up, but IMO if PCs are just absorbing damage to trigger a trap, you're designing a trap wrong.

A trap shouldn't be a "resource soak", I wish that style of gaming had not been encouraged and wouldn't be encouraged now. A trap should be part of an encounter. Stepping on a bear trap in the woods only costs hit points, healing spells or healing surges; stepping on a bear trap outside the cabin of the crazy survivalist "militia" you're taking on is something else. Now the victim is taking damage and grabbed until they spend a move action to escape (and they can of course fail this check), and being immobilized and taking extra damage in the middle of a raging combat is not a small penalty. Even if the cleric spends Healing Word to pump up your hit points, that's an encounter-level resource they're losing that they didn't need to. (And no, a bear trap is probably not the greatest example; I would recommend sticking something beyond just damage on your traps, and I hope you're not just using them by themselves.)

As an aside, I saw a disappointing use of a "resource soak" in a 2e adventure I was reading (along with a good example of a trap). It's the first Illithiad adventure, set for 7th to 9th level.

The good: the thieves' guild encounter. The door into the warehouse where the thieves hang out is a trap (unlevelled, as this was 2e), and it's nasty. It released a poisonous gas which paralyzed PCs and (explicitly pointed out) left them vulnerable to backstab, of which a lot was coming. There were 8 5th-level thieves within, using some poisoned crossbow bolts, sitting atop some 25 foot tall piles of boxes that gave them some sort of concealment (+20% to Hide in Shadows) although they preferred to use their crossbows rather than trying for backstabs.

That's an example of how to use a trap as part of an encounter. The trap would have been just as terrifying if it did no damage at all; being paralyzed (can't move or attack) and being made vulnerable to sneak attack is a lot scarier than something that can be wiped away with a healing action. No need for a long term consequence. Once you win (if you do!), take 5 minutes to breathe out, and check the next door more carefully! :)

The bad: In the sewers, there's a hazard that consists of a gas pocket. It can cause PCs to feel woozy, even fall unconscious (into the liquid muck, which is dangerous, and not just because they can drown, although that's certainly possible!) and, oh yeah, it can explode if exposed to fire damage. I thought that was pretty cool, and pretty reasonable in a sewer. Alas, that was all there was to the encounter.

The next encounter involved a pair of neo-otyughs, who I presume were transformed when they ate a mind flayer. (It's quite possible the PCs will not have figured out the villains are mind flayers at this point; the encounter could give them information.) There wasn't much to recommend here. Two monsters. Go get 'em.

What if they had been combined? I can picture neo-otyughs not being bothered too much by a gas pocket (eg not becoming woozy and falling unconscious; the gas pocket is tilting the encounter in the neos' favor). The PCs could use the pocket as a resource, perhaps blowing it up and damaging the neos before they close to melee; alternatively, they might fail to notice, and when someone throws a Fireball the whole place goes up, dealing damage to the PCs and the neos. (And, now, there's no risk of being poisoned by the pocket.) Another example of using traps properly and not as "resource soaks".

But I think the writers of the adventure figured if the PCs messed up, there'd be resources expended on healing from the effects of the gas pocket, then the PCs might walk wounded (or low on spells) into the neo encounter. IMO, that was a disappointment. If I were to convert the adventure, I would combine several sets of disconnected encounters like that.

Speaking of resource soaks, I think I understand another reason DMs want this kind of thing. In previous editions, a "boss battle" was a series of encounters, not just one. You broke into his castle, fought encounters, triggered traps, lost hit points, spent healing spells, and finally took on the boss, who is happy that you're weakened. Except sometimes you weren't. The characters were often healed to full anyway (especially in 3.x), but spells were down. (And sometimes the PCs just refused to go further; if so, the villain should be getting more reinforcements.) 4e already simulates that pretty well, in that your dailies are likely to be lower by the time you fight "the boss", and even your healing is tapped (though I've literally never seen a PC run out of surges). IMO, if you want those previous encounters to be worth more, instead of trying to sap healing surges or (worse!) force an early extended rest, for each encounter the PCs have trouble with, give the villain more/better reinforcements, as he's either getting more time to deal with trouble, or getting more information about the PCs, or something along those lines. In other words, "narrative" costs (that work their way into gameplay). You can even secretly use the "rubber band" method; if the PCs are running into trouble, you can remove monsters or traps in the final encounter "behind the scenes" (or add stuff if the PCs are really kicking butt, to enhance the challenge).

The real issue with 4E and probably one reason that you are seeing the DM opinion trend that you are seeing is that just like in earlier versions of the game system, the splat books give the players more and more options, more and more synergies, and more and more PC power overall. That makes it difficult for DMs to challenge the players without going to extremes or at least working at it more, and hence, this type of response by DMs. Essentials alone gave some pretty serious striker advantages to parties.

I disagree with this to much extent. Monsters got more powerful, but more to the point, if the DM is having trouble challenging PCs due to splats, BAN THE SPLATS.

In my next campaign, I am literally going to ban the Character Builder as a direct result of having trouble keeping splats out of my game. Only one player seems able to find the "PH1-only" button on the CB. (I went to great lengths to ensure all PCs are heroic and willing to adventure, but alas spent little time on banning splats, which meant at least two broken PCs got so badly nerfed after the fact the players retired them.) It would also mean the one player who has an incredibly slow laptop and keeps forgetting to print out his character sheet wouldn't be able to slow down games that way. (He's not doing that deliberately, he's just addicted to the tech.)

I agree that 4E encounters can be challenging, but there is a difference between when the game first came out and any handful of monsters that the DM pulled out of the MM challenged them, and now where the DM has to work quite a bit harder at designing challenging encounters due to the plethora of PC options in race, class, feats, items, and powers (even with the increase in monster damage, that more or less offset Expertise).

To my mind, this is a DMing problem.

Back in 2e, there were lots of kits. Some were weak. Some were flagrantly broken. And (worse) sometimes one player applied a broken kit and another player took a weak one or none at all. In such a situation, suddenly using long-term resource draining isn't a good solution. I would have banned the broken kits instead.

4e isn't really more balanced than other editions of D&D, at least since 3.x. 4e has more transparent balance. This does mean the DM can at least in theory balance anything in any splatbook, but that's a heavy load. It's easier to talk to the players and limit sources.

So if you're running into this problem, why aren't you limiting sources?

And, personally, even if all my PCs starting getting "broken" (eg at paragon, where I will certainly face a shock at their increased capabilities), there are plenty of better ways of dealing with problems than sucking away fun at the table.
 
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To my mind, this is a DMing problem.

Actually, it's a bit of human nature. Players buy some of the books or they have a subscription to the Compendium / Character Builder and the DM might feel a bit awkward saying "I know you paid for that, but you cannot use it".

Some DMs don't want to interfere with the fun of their friends, but it does make the DM's job a bit tougher. Far from impossible, but it takes a bit more effort when your PCs have a lot of synergies or the party is actually designed to work as a well crafted machine.

So if you're running into this problem, why aren't you limiting sources?

I'm not talking about myself. I enjoy putting encounters together, so the only limitation I've ever put on splat books was Dragon magazine (which I find to be one of the worst power inflation culprits). I'm talking about the DM opinion trend that we tend to hear here on the boards that you brought up.
 

I see no real problem with a dungeon master using long term penalties on the characters, because the Fourth Edition is so transparent that the dungeon master can easily discern how weak or powerful the party is, and how weak or powerful the monsters need be if he does not want to slaughter the party.

Now of course the dungeon master is also free to create unbeatable situations, provided (I think) that he offers fair hints as to the dangers involved and also offers an alternate course of action.

Some may protest that published adventures offer no such recourse, but in the Fourth Edition above all it is easy for the dungeon master to measure and adjust the strength of an encounter on the fly.
 

I'm not 100% sure I would just label this kind of thing a "DMing problem" as I think that the system should pretty much work OOTB in the way that it is designed to work if the DM follows directions (like the encounter guidelines and budgets).

Honestly though, I am comparing the 1st campaign I ran, which went from 2008 starting with PHB1 and not much else to 2010 and all we ever really used was stuff up through PHB2 and a few DDI/splat options at high level. The other campaign is the newest one, the players are using everything.

Monster math now is MUCH MUCH better. I find at lower levels the game is a lot more challenging, or at least more interestingly challenging, even when going by formula. Yeah, the PCs are a little bit stronger, but so are the monsters. It works. Bad breaks and bad decisions are a lot more consequential now than they were in stock encounters in the initial release of the game. We'll have to see what the ultimate result is up at high level, but epic didn't work for squat in 2009, so if it still doesn't there's no real change there, lol. I can already pretty well say from what other groups I've run did that paragon with the majority of splat stuff is fine, if a bit annoyingly fiddly.

I think 4e makes a good game for an evolving sort of feel. Give the players some gritty kind of elements like wounds or whatever at low levels, and then make them removable with things like Remove Affliction. Paragon will be a lot more of a big heroes feel at that point, since nobody is going to sit around with a broken leg if they can cure it easily. There are enough 'get out of jail' kind of things going on at paragon and epic to avoid that stuff anyway.

4e really really really works a LOT better when there are strong stories going on. It is just not a game that wants to focus on fiddly bits of using 10' poles. Make the players think about how to defend the town better instead of how to trip a pressure plate, it really works better that way. Consequently long term consequences are much better deployed as story elements.
 

I'd like to hear about the mechanics here. What are you using to remove it (as opposed to remove affliction)? IIRC, disease rules had you making saves after each extended rest; how does this let you get rid of it after the end of the day?

Not much to share here sorry, there are not a great deal of mechanics as a lot of this is from DM fiat. My group has moved across from Rolemaster, so to them it always feels wierd not ending a fight with a at least a broken bone or two. As a result, nobody sheds a tear when I say they have sustained an injury.

I roll a dice and nominally ask them for their fortitude resistance when they drop to zero. Everybody knows that any rolling is highly dependant on the nastiness of the guy that hit them and the level of stupity/arrogance that got them hurt. Most times if they drop in a tough fight without having done something silly the difficulty of the role is very low to avoid injury.

As far as recovery goes, the normal disease rules work well. Healing skill can be used to help get over diseases and I just set the difficulty of the Endurance roll low if I want them to be up and about the next day.

I also limit Rituals quiet a bit. There is no PC ressurection in my games until late paragon tier, if at all. The remove afflication spell can either be done more quickly (like in the book) and drain the person of all of their healing surges, or very slowly. The expense of the ritual changes depending on how nasty the affliction is. Not that it matters much atm, as none of my players even have that ritual now.

As a recent example, in the Revenge of the Iron Lich, a player touched something and it just snapped their forearm. They did not do anything silly really, it is just the nature of 4th core. I let them either not use that arm, or spend two healing surges and have the cleric do a 5min ritual based on his healing spell that let him set it. Then the person was at -2 to anything involving that arm.

A player new to my DMing style decided to leave a cloaked assassin behind them, not tell the party, then guard the corridor looking the wrong way. He figured the assassin could only do X amount of HP, then he could call out then get the party to come help if needed. Well, the assassin backstabbed him leaving him paralysed from the waist down (permenant prone) and silenced him with a grab. He spent the end of that adventure being carried around and using his ranged attacks. That one took a lot of time and money to recover from.
 

Couple of people expressed an interest in the sorts of damage PCs can encouter, so thought I would just throw in a few more examples. I am not big on writing mechanics, as I don't want to codify this for my players, or it becomes another system they can try to 'beat'. These are just examples I have used in the past. I base the major effect on pre-existing conditions, then make more minor effects.

Major Concussion (Dazed)
Concussion (Lose minor actions)
Mild Concussion (-3 to Will and skill checks)

Paralysis = Paralysis
Spine Injury = Prone
Nerve Damage (Like from electrocution) = -2 to hit and physical skills

Broken Leg = slowed
Leg injury = -1/2/3 move
Foot injury = can't run, can't double move or charge.

Broken Arm = Cannot use that arm at all
Arm Injury = -2 to hit and skills when that arm is involved

Broken Ribs = Vulnerable 2 in heroic, 5 in late paragon. -4 Endurance checks.

(These ones are generally used for when a PC has been captured and beaten up. Add in mental illnesses if very bad things happened to them)

Worked Over = Max HP is now bloodied value.
Traumatised = -4 NADs

Combat Shock = Starts every encounter 'unaware' (good for NPCs who are non-combatants and freeze up when danger strikes. Think lone traumatized survivor of the undead raid)

Drugged = Dazed
Really Hungover = -1 hit, -1skills, -1 NADs

Depression = -3 to any skill check that takes more than 10 minutes.
Severe Depression = As above, but can never use APs.

Paranoid = Cannot benefit from any granted attacks or buffs from allies. Never heal bonus amounts from "healing surge + xd6" heals.

Delusional = Count as dominated by the DM when they take an action and roll a 4 or less. The action did not occur and instead he does something else, with a new roll.

The mental illness diseases are mechanically toned down if the player is RPing the illness, even badly, as long as they are making an effort.

I don't like giving people mental illnesses outside of magical effects much. Some players have very unrealistic views of their characters never being anything but in control and cool and collected. I like to nudge that a little, but not much as they like their character less if they are humanized.

My characters on the other hand tend to be deeply disturbed alcoholics, so maybe I go too far the other way and make them too gritty and unheroic.

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[MENTION=1165](Psi)SeveredHead[/MENTION], your preaching to the choir about resource drain. One of my motivations for using this system is that all damage should be respected in some way. Traps outside of combat drain surges if I think surges are going to be tight that day, or do injuries if people would otherwise be blase' about it.

I have a PC in my campaign with 17 healing surges at low paragon. Sometimes it is important to give him time to shine. He has built his character around being able to absorb huge amounts of damage and keep going. So sometimes I do limit the damage to surges.

For instance he walked through an oven to turn off the gas on the other side. Such contempt for obstacles would normally lead to injury, but I decided that if he made his endurance checks he could put up with the pain and heat and just take the damage on the chin. Everyone shines in different ways, for some PCs that is by taking huge amounts of punishment. He did take ugly scarring and lost some of his precious beard, but he figured it was all in a days work.
 

A little off topic...

I also find the lack of long term effects a little...eh..

Lycanthropy and other curses are dull in 4e.

But what about long term consequences that only have a chance of showing up. For instance, I just had my party find a 'horned helm' (gives +1d6 on charge attacks). When they looked it over they discovered that the helmet was covered in runes that imprison demons within (so they knew sumpthin bad was going on). When the fighter donned the helm, it made a +6 attack vs Will and hit. So it fused to his head.

At the start of every fight, it makes another +6 Will attack and if it succeeds, he must charge the highest level opponent within range (or move as far as he can in the attempt).

It only affects him for one round of each fight...sometimes. The curse can be removed with a ritual of some sort (haven't considered it yet). Other effects that could be included: skill check penalties and bonuses (like a +2 to intimidate and -2 to diplomacy), etc.
 

Curses are supposed to be removed by the Remove Affliction ritual. I don't know why you wouldn't let that work.

I've been having fun with a "forbidden topic" ritual with my PCs. They can't speak about a certain topic, and if they try they're stunned. However, they can try to remove it. Alas, it was a pretty powerful caster who put it on them, and if you flub the check you can literally die :)

They ticked off a (dead) sorcerer king and he wanted to keep his secrets. However they stole a psionic sentient orb and hundreds of dray who can all tell the secrets. The sentient orb is insane, and if anyone asks it questions it floods their minds with "too much information" about its long history, which is a curse in itself (although only a level 5 one). The dray can only speak draconic, although there are rituals around that. (However, the Arcana check to speak Draconic is pretty high, and finding trustworthy spellcasters isn't easy.)
 

Curses are supposed to be removed by the Remove Affliction ritual. I don't know why you wouldn't let that work.

I find myself avoiding giving PCs rituals, as if I design a curse, it is either for fun or plot reasons. Neither of which I want to be simply overruled by a ritual. If someone has something like Cure Affliction, then I find myself adding in minor curses now and then just to let them use their ritual. This is not really doing them any favours though.

What I am a big fan of, is allowing people to remove a curse, but it just removes it from the weilder of the cursed item, it does not fix it. I like getting players to choose to use the cursed item because of its otherwise powerful effects. It is far more satisfying to make them choose to bring the curses down on themselves.
 


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